RESEARCH PAPER
Developing and Application of Mobile Game Based Learning (M-GBL) for High School Students Performance in Chemistry
More details
Hide details
1
Universitas Negeri Jakarta, Jakarta, INDONESIA
Online publication date: 2017-10-18
Publication date: 2017-10-18
Corresponding author
Ucu Cahyana
Chemistry Education, Universitas Negeri Jakarta, Rawamangun Muka, Jakarta, Jakarta, Indonesia
EURASIA J. Math., Sci Tech. Ed 2017;13(10):7037-7047
KEYWORDS
ABSTRACT
This study aims to develop and understand the effect of a mobile game based learning (M-GBL) implementation on student learning outcomes associated with student learning independence. The research was conducted in three schools at 58 Jakarta High School, 77 Jakarta High School, and 78 Jakarta High School in the academic year 2016/2017. The research method used was quasi-experiment with two ways Anava research design (treatment by level 2x2). A total of 40 students, as a sample of the study, were selected using a simple random sampling technique. In the experimental class, the learning process used M-GBL media which has been validated by experts and tested against students and teachers. While students in the control class, the learning process used traditional media. The conclusions are: M-GBL media is feasible to be used as chemistry learning media which is practical, fun, interesting, can be used anywhere, and in accordance with facilities owned by learners. M-GBL media has a positive effect on students chemical learning outcomes when applied to groups of students who have high learning independence; in groups of students who have low learning independence, students’ academic achievement when taught using M-GBL media were lower than students taught using traditional media owing to the factor of learning independence.
REFERENCES (36)
1.
Alaba, S. D., Ayobami, A. S., & Lateef, A. R. (2015). The effectiveness of Mobile Learning as Disruptive and Innovative Strategy for Enhancing Quality Education at the University Level in Nigeria. Journal of Educational and Social Research, 5(1), 55 – 64.
2.
Alkhezzi, F., & Al-Dousari, W. (2016). The Impact of Mobile Learning on ESP Learners’ Performance. The Journal of Educators Onway, 13(2), 73 – 101.
3.
Alrasheedi, M., Capretz, L. F., & Raza, A. (2015). A Systematic Review of the Critical Factors for Success of Mobile Learning in Higher Education (University Students’ Perspective). Journal of Educational Computing Research, 52(2), 257 – 276.
4.
Al-Said, K. M. (2015). Students’ Perceptions of Edmodo and Mobile Learning and Their Real Barriers towards Them. The Turkish Onway Journal of Educational Technology, 14(2), 167 – 180.
5.
Barhoumi, C. (2015). The Effectiveness of WhatsApp Mobile Learning Activities Guided by Activity Theory on Students’ Knowledge Management. Contemporary Educational Technology, 6(3), 221 – 238.
6.
Broadbent, J., & dan Poon, W. L. (2015). Self-Regulated Learning Strategies & Academic Achievement in onway Higher Education Learning Environments: A systematic Review Internet and Higher Education: Elsevier, 27, 1–13.
7.
Brown, T. H., & Mbati, L. S. (2015). Mobile Learning: Moving Past the Myths and Embracing the Opportunities. International Review of Research in Open and Distributed Learning, 16(2), 115 – 135.
8.
Chai, C. S., Wong, L. H., & King, R. B. (2016). Surveying and Modeling Students’ Motivation and Learning Strategies for Mobile-Assisted Seamless Chinese Language Learning. Educational Technology & Society, 19(3), 170–180.
9.
Chen, C., Yeh, T., & Chang, C. (2016). The Effects of Game-Based Learning and Anticipation of a Test on the Learning Outcomes of 10th Grade Geology Students Eurasia Journal of Mathematics, Science & Technology Education, 12(5), 1379-1388. doi:10.12973/eurasia.2016.1519.
10.
Chen, W., Tan, N. Y. L., Looi, C.-K., Zhang, B., & Seow, P. S. K. (2008). Handheld Computers as Cognitive Tools: Technology Enhanced Environmental learning. Research & Practice in Technology Enhanced Learning, 3, 231–252.
11.
Dorji, U., Panjaburee, P., & Srisawasdi, N. (2015). A Learning Cycle Approach to Developing Educational Computer Game for Improving Students’ Learning and Awareness in Electric Energy Consumption and Conservation. Educational Technology & Society, 18(1), 91–105.
12.
Elissavet, G., & Economides, A. A. (2000). Evaluation Factors of Educational Software (Onway). Proceedings International Workshop on Advanced Learning Technologies (IWALT). California: IEEE has 113-120.
13.
Huang, C. S. J., Yang, S. J. H., Chiang, T. H. C., & Su, A. Y. S. (2016). Effects of Situated Mobile Learning Approach on Learning Motivation and Performance of EFL Students. Educational Technology & Society, 19(1), 263–276.
14.
Hwang G. J., Wu, P. H., Zhuang, Y. Y., & Huang, Y. M. (2013). Effects of the Inquiry-Based Mobile Game Based Learning. Model on The Cognitive Load and Learning Achievement of Student, Interactive Learning Environments, Routledge, 21(4), 338–354.
15.
Jabbour, K. K. (2013). An Analysis of the Effect of Mobile game based learning (M-GBL) On Lebanese Higher Education. Bulgarian Journal of Science and Education Policy, 7(2), 280-301.
16.
Khaddage, F., Müller, W., & Flintoff, K. (2016). Advancing Mobile Learning in Formal And Informal Settings via Mobile App Technology: Where to From Here, and How? Educational Technology & Society, 19(3), 16–26.
17.
Kim, S.-H., Park, N.-H., & Joo, K.-H. (2014). Effect of Flipped Classroom Based on Smart Learning on Self Directed and Collaborative Learning. International Journal of Control And Automation, 7(12), 68-90.
18.
Kumar, S. (2013). E- and M-Learning: A Comparative Study. International Journal on New Trends in Education and Their Implications, 4(3), 65 – 78.
19.
Kurniawati, A. (2010). Studi Analisis Tools Pembelajaran Berbasis Game dalam Upaya Peningkatan Kompetensi Keahlian Pemrograman. Jurnal Rekayasa, 3(1), 51-66.
20.
Mathrani, A., Christian, S., & Ponder-Sutton, A. (2016). PlayIT: Game Based Learning Approach for Teaching Programming Concepts. Educational Technology & Society, 19(2), 5 –17.
21.
Nalliveettil, G. M., & Alenazi, T. H. K. (2016). The Impact of Mobile Phones on English Language Learning: Perceptions of EFL Undergraduates. Journal of Language Teaching and Research, 7(2), 264 – 272.
22.
Nouri, J., Pargman, T. C., Rossitto, C., & Ramberg, R. (2014). Learning with or without Mobile Devices? A Comparison of Traditional School field Trips and Inquiry-Based Mobile Learning Activities. Research and Practice in Technology Enhanced Learning, 9(2), 241 - 262.
23.
Powell, C. B., & Mason, D. S. (2013). Effectiveness of Podcasts Delivered on Mobile Devices as a Support for Student Learning during General Chemistry Laboratories. Journal of Science and Education Technology, 22, 148 – 170.
24.
Prensky, M. (2001). Digital Game-Based Learning. New York, NY: McGraw Hill.
26.
Safaat, N. (2011). Pemrograman Aplikasi Mobile Smartphone dan Tablet PC Berbasis Android. Bandung: Informatika.
27.
Setiawan, W., Hafitriani, S., & Prabawa, H. (2016).The scientific learning approach using multimedia-based maze game to improve learning outcomes.
http://dx.doi.org/10.1063/1.49....
28.
Shih, J.-L., Chuang, C.-W., & Hwang, G.-J. (2010). An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness. Educational Technology & Society, 13(4), 50–62.
29.
Shin, W. S., & Kang, M. S. (2015). The Use of Mobile Learning Management System at an Onway University and Its Effect on Learning Satisfaction and Achievement. International Review of Research in Open and Distributed Learning, 16(3), 110 – 130.
30.
Song, Y. (2013). Developing a Framework for Examining the “Niche” for Mobile-Assisted Seamless Learning from an Ecological Perspective. British Journal of Educational Technology, 44(5), 167 – 170.
31.
Talib, O., Othman, A., & Shariman, T. P. N. T. (2014). OCRA - Authentic mobile application for enhancing the value of mobile learning in organic chemistry. In Proceedings of the European Conference on e-Learning. Academic Conferences Limited, 527-535.
32.
Thomas, K., & Munoz, M. A. (2016). Hold the Phone! High School Students’ Perceptions of Mobile Phone Integration in the Classroom. American Secondary Education, 44(3), 19 – 37.
33.
Tømte, C., Kårstein, A., & Olsen, D. S. (2013). IKT i lærerutdan-ningen. På vei mot profesjonsfaglig digital kompetanse? [ICT in teacher education. Moving towards a professional digital compe-tence? ]. Oslo: Nordic Institute for Studies in Innovation, Research and Education.
34.
Winarno, Edy. (2011). Membuat Sendiri Aplikasi Android untuk Pemula. Jakarta: PT Elex Media Komputindo.
35.
Wong, A. (2016). Student Perception on a Student Response System Formed by Combining Mobile Phone and a Polling Website. International Journal of Education and Development using Information and Communication Technology, 2(1), 144 – 153.
36.
Wu, W. C., & Perng, Y. H. (2016). Research on the Correlations among Mobile Learning Perception, Study Habits, and Continuous Learning. Eurasia Journal of Mathematics, Science & Technology Education, 12(6), 1665 – 1673.