ANALISIS KEBUTUHAN PENGEMBANGAN GAME EDUKASI ONLINE UNTUK MENINGKATKAN SUSTAINABILITY LITERACY PADA TEMA PERUBAHAN IKLIM
DOI:
https://doi.org/10.23969/jp.v8i1.7716Keywords:
Analisis Kebutuhan, Game edukasi online, Sustainability Literacy, Perubahan IklimAbstract
PBB telah menjadikan Sustainable Development Goals (SDGs) sebagai kebijakan publik yang paling mendesak. Pendidikan tinggi harus mempersiapkan lulusannya menuju SDGs yang memiliki Sustainability literacy. Namun, banyak mahasiswa kurang memiliki kesadaran dan pemahaman tentang SDGs dan Sustainability literacy. Sehinnga penting untuk merumuskan akan pembelajaran inovatif untuk keberlanjutan, seperti Game edukasi. Penggunaan media game edukasi sebagai media pembelajaran mampu membuat individu dapat terlibat aktif dalam memecahkan masalah dan membuat keputusan, serta melaksanakan tugas kognitif yang membantu memperkuat keterampilan berpikir. Dalam hal ini, lingkungan belajar yang menggunakan media game edukasi dapat dianggap sebagai pilihan yang tepat untuk membantu membangun Sustainability Literacy. Tujuan penelitian ini adalah melakukan analisis mengenai kebutuhan akan game edukasi yang diperlukan sebagai tahap awal dari Research and Development (R&D). Penelitian ini termasuk dalam penelitian deskriptif kualitatif. Angket digunakan sebagai instrumen untuk pengumpulan data. Subjek yang terlibat adalah 120 mahasiswa prodi S1 Pendidikan Guru Sekolah Dasar. Dalam penelitian yang telah dilaksanakan, dilakukan analisis deskriptif terhadap data yang diperoleh. Berdasarkan hasil analisis, disimpulkan bahwa terdapat fasilitas yang mendukung penggunaan game edukasi dan mahasiswa memerlukan game edukasi online yang mudah digunakan dengan navigasi yang sederhanda dan dilengkapi dengan unsur interaktif, desain visual dan animasi yang menarik, memuat tantangan, serta mendukung pembelajaran kolaboratif atau diskusi kelompok agar dapat memahami konsep perubahan iklim secara lebih baik. Selain itu, game tersebut juga diharapkan dapat meningkatkan Sustainability Literacy.Downloads
References
Bredberg, C., & Bergqvist, A. (2020). Collaboration project around United Nations Sustainable Development Goals with focus on climate change and human rights. https://doi.org/10.5194/egusphere-egu2020-10872
Chen, S.-W., Yang, C.-H., Huang, K.-S., & Fu, S.-L. (2019). Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes. Innovations in Education and Teaching International, 56(1), 66–76. https://doi.org/10.1080/14703297.2017.1348960
de Almeida, L. G., Pasternak Taschner, N., & Lellis-Santos, C. (2021). Outbreak! An online board game that fosters collaborative learning of viral diseases. Journal of Microbiology & Biology Education, 22(1), ev22i1--2539. https://doi.org/10.1128/jmbe.v22i1.2539
Fabricatore, C., & López, X. (2012). Sustainability learning through gaming: An exploratory study. Electronic Journal of e-learning, 10(2), 209–222.
Fatia, P. P., & MM, D. F. (2022). Penggunaan Media Gather Town dalam Proses Pembelajaran Daring di Universitas Muhammadiyah Surakarta. Universitas Muhammadiyah Surakarta.
Hertati, E. (2022). Analysis of Android-Based Educational Game Media Development Needs for Social Studies Learning in Elementary Schools. JTP-Jurnal Teknologi Pendidikan, 24(1), 1–8. https://doi.org/10.21009/jtp.v24i1.22552
Hwang, G.-J., & Chang, C.-Y. (2023). Facilitating decision-making performances in nursing treatments: A contextual digital game-based flipped learning approach. Interactive Learning Environments, 31(1), 156–171. https://doi.org/10.1080/10494820.2020.1765391
Kuehl, C., Sparks, A. C., Hodges, H., & Smith, E. R. A. N. (2021). The incoherence of sustainability literacy assessed with the Sulitest. Nature Sustainability, 4(6), 555–560.
KumalaDewi, N., & Suminten, N. (2020). Analisis Kebutuhan Game Edukasi Fisika Berbasis Mobile. Prosiding Seminar Pendidikan Fisika FITK UNSIQ, 2(1), 256–263.
Li, M.-C., & Tsai, C.-C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22, 877–898. https://doi.org/10.1007/s10956-013-9436-x
Lin, C.-C. (2021). EFL Learners’ Perceptions of a Game-based and Technology-assisted Writing Course. https://doi.org/10.6706/TIESPJ.202106_12(1).0001
Lin, C.-H., & Shih, J.-L. (2015). Evaluations To The Gamification Effectiveness Of Digital Game-Based Adventure Education Course - GILT. Journal of e-learning and knowledge society, 11.
Liu, J.-Y., Fujimori, S., Takahashi, K., Hasegawa, T., Wu, W., Geng, Y., Takakura, J., & Masui, T. (2020). The importance of socioeconomic conditions in mitigating climate change impacts and achieving Sustainable Development Goals. Environmental Research Letters, 16. https://doi.org/10.1088/1748-9326/abcac4
Lrez, B. M. (2014). Graphics, playability and social interaction, the greatest motivations for playing Call of Duty. Educational reflections. Journal of New Approaches in Educational Research (NAER Journal), 3(1), 34–41. https://doi.org/10.7821/NAER.3.1.34-41
Membrillo-Hernández, J., Lara-Prieto, V., & Caratozzolo, P. (2021). Sustainability: A Public Policy, a Concept, or a Competence? Efforts on the Implementation of Sustainability as a Transversal Competence throughout Higher Education Programs. Sustainability.
Miswari, M. K., Amrullah, A. A., Hayati, L. N., & Sarjana, K. S. (2022). Pengembangan Media Pembelajaran Game Edukasi pada Materi Segi Empat Kelas VII SMPN 1 Wanasaba. Griya Journal of Mathematics Education and Application. https://doi.org/10.29303/griya.v2i1.135
O’Riordan, T. J. C., Jacobs, G., Ramanathan, J., & Bina, O. (2020). Investigating the Future Role of Higher Education in Creating Sustainability Transitions. Environment: Science and Policy for Sustainable Development, 62, 15–4. https://doi.org/10.1080/00139157.2020.1764278
Park, K., Sohn, H., Mott, B. W., Min, W., Saleh, A., Glazewski, K. D., Hmelo‐Silver, C. E., & Lester, J. C. (2021). Detecting Disruptive Talk in Student Chat-Based Discussion within Collaborative Game-Based Learning Environments. LAK21: 11th International Learning Analytics and Knowledge Conference.
Pratama, W. (2016). Game Adventure Misteri Kotak Pandora. Jurnal Telematika, 7(2), 13–31. https://doi.org/10.35671/telematika.v7i2.247
Samin, Gunarhadi, & Efendi, A. (2021). Analysis of Educational Game Development Needs for Improvement Students’ Critical Thinking Ability in Informatics Subjects. Nusantara Science and Technology Proceedings, 1–12. https://doi.org/10.11594/nstp.2021.1201
Stohr, W. (2013). Coloring a green generation: The law and policy of nationally-mandated environmental education and social value formation at the primary and secondary academic levels. JL & Educ., 42, 1.
Suryawirawati, I. G., Ramdhan, B., & Juhanda, A. A. (2018). Analisis Penurunan Miskonsepsi Siswa Pada Konsep Pemanasan Global Dengan Tes Diagnostik (Two-Tier Test) Setelah Pembelajaran Predict-Observe-Explain (Poe). Journal Of Biology Education, 1(1), 93–105. https://doi.org/10.21043/jobe.v1i1.3361
Toukabri, M., & Mohamed Youssef, M. A. (2023). Climate change disclosure and sustainable development goals (SDGs) of the 2030 agenda: the moderating role of corporate governance. Journal of Information, Communication and Ethics in Society, 21(1), 30–62. https://doi.org/10.1108/JICES-02-2022-0016
Yazdi, S. M., & Zandkarimi, G. (2013). The impact of e-learning on some psychological dimensions and academic achievement. International Journal of Education and Learning, 2(2), 40–58. https://doi.org/10.14257/ijel.2013.2.2.05
Yusoff, N., Puteh, M., & Yasin, A. A. (2021). Needs Analysis for Online Game Development for Form 2 Mathematics in the District of Bagan Datuk, Perak. Jurnal Pendidikan Sains Dan Matematik Malaysia, 11, 29–38. https://doi.org/10.37134/jpsmm.vol11.sp.3.2021
Downloads
Published
Issue
Section
License
Copyright (c) 2023 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.