PENERAPAN GAME BASED LEARNING DALAM MATERI PEMBELAJARAN K3 DENGAN GAME “DISCOVER HAZARD IN THE WORKPLACE”
Abstract
Safety education in schools is usually taught conventionally by teachers, but this learning method is currently not appropriate to students' development and interests. The improvement of learning media with recreations is an elective to today's learning for understudies since they can learn utilizing a ubiquitous demonstrate (learning anyplace) without time and put imperatives. Game development research uses the Game Development Life Cycle (GDLC) method with a game based learning approach. The test results for this game use an alpha testing and beta testing approach, where there are no errors or obstacles in the game. The results of this research produced a game with the title "Discover Hazard In The Workplace". Students can learn in a fun, interesting and actively motivated way so that it is easier to understand the content presented in risk management in occupational health and safety (K3) learning.
Downloads
References
[2] M. A. Larisa, N. Primasatya, A.Z. Hunaifi, “Pengembangan Multimedia Interaktif Berbasis Game Edukasi pada Materi Perkalian Untuk Siswa Kelas 3 Sekolah Dasar”, JDPP: Jurnal Dimensi Pendidikan dan Pembelajaran, vol. 12, no. 1, pp. 125-137, 2024.
[3] K.I. Ismara, A. Suharjono and D. Supriadi, “Ubiquitous learning in occupational health and safety for vocational education”, International Journal of Evaluation and Research in Education (IJERE), vol. 10, no. 1, pp. 285–292, 2021.
[4] S. Wahyu, and J. F. Gotama, “Pengembangan Game Edukasi Pendidikan Agama Buddha BerbasisProgressive Web Apps dengan Model Gamifikasi dan GDLC,” SKANIKA: Sistem Komputer dan Teknik Informatika, vol. 7, no. 1, pp. 85-97, 2024.
[5] Y. Nurhasanah, Y. Khairunisa, and D. Kuswoyo, “Development of Interactive Digital Learning Multimedia Applications As Independent Learning Module in 2-Dimensional Game Programming Courses,” Jurnal Teknologi Pendidikan, vol. 24, no. 3, pp. 307-321, 2022.
[6] D. N. Tyas, et al., “Pengembangan Digital Game Based Learning untuk Meningkatkan Keterampilan Penyusunan Karya Inovatif Bagi Guru SD Gugus Srikandi” SNPPM 2022– Prosiding Seminar Nasional Pengabdian Kepada Masyarakat 2022, vol. 3, 2022.
[7] E. Elviana, A. Latif, and D. Kuswoyo, “Development of Hazard Identification Game Module Through GDD to Grow Pro-Safety Behavior in Graphic Engineering Vocational Students” Publipreneur Polimedia: Jurnal Ilmiah Jurusan Penerbitan, vol. 10, no.2, pp.115-121, 2024.
[8] N. A. Zaini, S. F. M. Noor, and T. S. M. T. Wook, “The Model of Game-Based Learning in Fire Safety for Preschool Children,” International Journal Advanced Computer Science and Applications, vol. 10, no. 9, pp. 167–175, 2019.
[9] A. Amelia, A. Rahman, Nursiah, N. Sitorus, B. Viyata Sundawa, and Roslina, “The Importance of Safety Learning to Increase Student Awareness when Working in Laboratories in Vocational Education Institutions,” Journal of Physics: Conference Series, vol. 1830, no. 1, 2021.
[10] E. Wahyuni, et al, “The Role of Educational Games in Increasing Student Motivation and Engagement”, Al-Hijr Journal of Adulearn World, vol 2, no. 4, pp. 336-383, 2023.
[11] G. S. Cadiz, et al, “Game-Based Learning Approach in Science Education: A MetaAnalysis”, International Journal of Social Science and Human Research, vol. 06, no. 03, pp. 1856-1865, 023.
[12] M. Xu , et al, “Game-Based Learning in Medical Education”, Front Public Health, 2023.
[13] S. A. Samudera, “Penggunaan Aplikasi KAHOOT! Sebagai Digital Game-Based Learning pada Mata Pelajaran Sejarah Kebudayaan Islam (SKI) di Madrasah Aliyah Pembangunan UIN Jakarta”, Skripsi, Universitas Islam Negeri Syarif Hidayatullah, 2020.
[14] R. A. Krisdiawan, and D. Darsanto, “Penerapan Model Pengembangan Game GDLC (Game Development Life Cycle) dalam Membangun Game Platform Berbasis Mobile”. TEKNOKOM, vol.2, no. 1, pp. 31-40, 2019.
[15] S. Wahyu, “Penerapan Metode Game Development Life Cycle Pada Pengembangan Aplikasi Game Pembelajaran Budi Pekerti”, SKANIKA: Sistem Komputer dan Teknik Informatika, vol. 5, no. 1, pp. 82-91, 2022.