Sinaga, Dameria (2024) Academic Uses of Video Games: A Qualitative Assessment of Research and Practice To Enhance Learning in Higher Education. NATURALISTA CAMPANO, 28 (1). pp. 3288-3302. ISSN 1827-7160
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Abstract
Abstract: Integrating video games into higher education has emerged as a novel approach to enhancing student learning and engagement. This study investigates the problem of traditional educational methods' limitations in capturing students' interest and facilitating diverse learning styles. The objective is to assess the effectiveness and applications of video games in academic settings, focusing on their pedagogical benefits, engagement strategies, and learning outcomes. The study uses a qualitative research methodology to analyze data collected from interviews, case studies, and literature reviews within the context of higher education. Findings indicate that video games significantly improve student engagement, collaboration, and critical thinking skills. They also offer personalized learning experiences and practical applications of theoretical concepts. The conclusion highlights video games as beneficial educational tools that, when effectively integrated into curriculum design, can complement traditional teaching methods, address diverse learning needs, and enhance the educational experience in higher education settings. Keywords: Video Game, Higher Education, Enhanced Learning, Engagement Students, Qualitative.
Item Type: | Article |
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Subjects: | EDUCATION |
Depositing User: | Mr. Admin Repository |
Date Deposited: | 08 Apr 2025 07:02 |
Last Modified: | 08 Apr 2025 07:06 |
URI: | http://repository.uki.ac.id/id/eprint/18770 |
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