Descriptive Study: Innovation In Digital Learning Media Based On Educational Games In Primary Schools
Keywords:
educational games, digital learning media, thematic learning, student learning motivation, teacher digital literacy, descriptive studyAbstract
The rapid development of digital technology has brought significant changes to the field of education, including the learning process in Elementary Schools. One of the widely implemented innovations is the use of educational games as interactive digital learning media that are engaging and capable of increasing students’ learning motivation. This study aims to describe the planning, implementation, and effectiveness of using educational games in thematic learning in Elementary Schools. The study employed a descriptive qualitative approach with data collected through in-depth interviews with classroom teachers. Data analysis was carried out using the Miles and Huberman model, which consists of data reduction, data display, and conclusion drawing. The findings indicate that teachers plan the use of educational games by aligning the type of game with the lesson content, students’ characteristics, and the available school infrastructure. The use of educational games was proven to enhance students’ motivation, focus, activeness, and participation during the learning process. However, several challenges emerged, including limited devices, unstable internet connection, and inadequate reading skills among some students. Teachers play a crucial role as facilitators, media designers, classroom managers, and providers of positive reinforcement. In addition, the combination of digital games and environment-based educational activities offers more concrete and meaningful learning experiences. Overall, the use of educational games contributes positively to supporting thematic learning and is feasible to be further developed as an innovative learning media in Elementary Schools
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References
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