AES 2019 Conference

Using Gamified Balinese Stories to Build an Interactive Instruction
Putu Kerti Nitiasih

Ganesha University of Education


Abstract

The fact that young learners learn best through playing cannot be neglected. Especially in today-s era, playing digital game is the basic routines done by those digital natives. Being able to stimulate creativity and curiosity, spark passion, and build resilience makes the value of playing games in teaching and learning is precious. This study aimed at describing how games which were developed from Balinese local story can build interactive instruction in classroom setting. Using descriptive qualitative research, the students who have been given exposure playing the games were observed in classroom setting. Questionnaire was also distributed to see the students- perception on the implementation of the games. As the result, it is found that the students show their activeness in learning. Since the games can be played in individual and/or classroom setting, the students are given chance to interact and be active along the process of learning. The students also show their positive response on the implementation of the game in classroom. They have no hesitation in expressing their idea, response, and feeling during playing the games.

Keywords: gamification, interactive instruction

Topic: Other Areas of Education

Link: https://ifory.id/abstract-plain/PYRHU3FaEdLG

Web Format | Corresponding Author (Putu Kerti Nitiasih)