Alternatif Pembelajaran Aktif di Era Pandemi melalui Metode Pembelajaran Game Based Learning

Authors

  • Muhammad Ari Kusuma STKIP PGRI Nganjuk
  • Djoko Dwi Kusumajanto Universitas Negeri Malang
  • Rima Handayani Universitas Negeri Malang
  • Indra Febrianto Universitas Negeri Malang

DOI:

https://doi.org/10.17977/um039v7i12022p28

Keywords:

game-based learning, active learning, learning in the pandemic era

Abstract

This article aims to see how the use of digital technology through game-based learning methods is effective in the COVID-19 pandemic era by using interesting learning so that students who are learning remain active. This type of research is literature review research using literature study that utilizes literature as the primary object in research. By utilizing technology in learning using game-based learning methods, it can provide more active, interesting, effective and efficient learning during the COVID-19 pandemic.

References

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Published

2022-04-01

How to Cite

Kusuma, M. A., Kusumajanto, D. D., Handayani, R., & Febrianto, I. (2022). Alternatif Pembelajaran Aktif di Era Pandemi melalui Metode Pembelajaran Game Based Learning. Edcomtech: Jurnal Kajian Teknologi Pendidikan, 7(1), 28–37. https://doi.org/10.17977/um039v7i12022p28

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