Proceedings of the Sixth Padang International Conference On Economics Education, Economics, Business and Management, Accounting and Entrepreneurship (PICEEBA 2020)

Disruptive Technology: The Effectiveness of Implementation Game Based Learning to Learning Performance

Perception Based Analysis Between Teacher’s and Student’s Senior High School in East Java

Authors
Cipto Wardoyo, Slamet Fauzan, Yogi Dwi Satrio, Putri Nuril Wulan Asih
Corresponding Author
Cipto Wardoyo
Available Online 17 June 2021.
DOI
10.2991/aebmr.k.210616.054How to use a DOI?
Keywords
Technology knowledge, Computer skill, Game-based learning, Learning performance
Abstract

Rapid technological developments in 21st century have an impact on advances in education. This is evidenced by the existence of a game-based learning model using smartphones. However, if teachers or students don’t have technological skills, this can be an obstacle. So it is important for both teachers and students to have knowledge of technology and computer skills. This study aims to analyze learning performance and measure teachers’ proficiency in using technology by using variables such as technical knowledge, computer skills, game-based learning implementation, and school areas. The method used in this research is multiple regression analysis. Respondents in this study were high school teachers and students in Blitar, Kediri, and Tulungagung. The number of samples used in this study was 205 teachers and 945 students. The data used in this study are primary data using data collection techniques, namely questionnaires. The results of this study indicate that simultaneously the independent variable has a significant effect on the learning performance as variable dependent.

Copyright
© 2021, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the Sixth Padang International Conference On Economics Education, Economics, Business and Management, Accounting and Entrepreneurship (PICEEBA 2020)
Series
Advances in Economics, Business and Management Research
Publication Date
17 June 2021
ISBN
10.2991/aebmr.k.210616.054
ISSN
2352-5428
DOI
10.2991/aebmr.k.210616.054How to use a DOI?
Copyright
© 2021, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Cipto Wardoyo
AU  - Slamet Fauzan
AU  - Yogi Dwi Satrio
AU  - Putri Nuril Wulan Asih
PY  - 2021
DA  - 2021/06/17
TI  - Disruptive Technology: The Effectiveness of Implementation Game Based Learning to Learning Performance
BT  - Proceedings of the Sixth Padang International Conference On Economics Education, Economics, Business and Management, Accounting and Entrepreneurship (PICEEBA 2020)
PB  - Atlantis Press
SP  - 359
EP  - 365
SN  - 2352-5428
UR  - https://doi.org/10.2991/aebmr.k.210616.054
DO  - 10.2991/aebmr.k.210616.054
ID  - Wardoyo2021
ER  -