IMPLEMENTATION OF EDUCATIONAL GAMES BASED ON ROLE PLAYING GAMES (RPG) AS A LEARNING MEDIA FOR CHARACTER EDUCATION (original) (raw)
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Routledge eBooks, 2022
This study aims at identifying character education values contained in Indonesian traditional games. In this study, researchers identified ten traditional games. The Delphi method was used by involving five experts. Researchers used a questionnaire with a Guttman scale given to experts to identify the character education values in each traditional game, including 13 essential character education values according to Davidson, Lickona, and Khmelkov's theory. The identification results were displayed in tabular form and then analyzed using a descriptive percentage technique to determine the most prominent character education values in each traditional game. The identification results showed that traditional games had all the mentioned character education values. According to the judge's view, the observed character education values were not limited to 13 essential character education values. Other character values, including thoroughness, responsibility, and confidence, can also be found in traditional games. The study concludes that a total of thirteen essential character education values appear in traditional games; however, in particular traditional games, especially individual games, the character value such as cooperation is not revealed.
Schoolers and Scholars: A Project Focusing on RPG in Elementary Education
Proceedings of the 15th European Conference on Games Based Learning, 2021
The use of teaching based and supported on technology and its assumptions are back on the agenda due to COVID-19. As it is commonly known, teachers have been exploring Digital Game-Based Learning (DGBL) tools, but due to the pandemic context some have also been trying to explore less traditional formats, namely Role-Playing Games (RPG). Boosting the use and (re)creation of technological and digital media made us, educators, reflect upon the need to rethink and shift the learning and teaching processes towards a more hypersensory and gamified approach, which would foster a more sustainable development of the pupil and the tackling of the so-called 21st century skills within the virtual or blended classroom. This paper aims at analyzing the state of the art regarding the use of Educational Digital Games (EDG) on teaching and learning processes, the potential of educational digital Role-Playing Games (EDRPG) as tools for supporting teaching and learning in primary contexts, including the Schoolers & Scholars platform. Preliminary findings suggest that RPG stimulate the development of creativity, logical reasoning, problem solving, cooperation, and interdisciplinarity in primary contexts.
Fostering Character Education with Games and Interactive Story
2013
Generation Promoting ethical, responsible, and caring behavior in young people is a perennial aim of education. Schools are invited to include moral teaching in every possible curriculum. Efforts have been made to find non-traditional ways of teaching such as games or role play or engaging students in moral dilemmas. However, classroom environments need to consider time constraints, curriculum standards, and differing children‟s personalities. Computer systems can offer rich environments that detect and respond to student knowledge gaps, misconceptions, and variable affective states. This chapter presents AEINS, an adaptive narrative-based educational game that helps the teaching of basic ethical virtues to young children to promote character education. The central goal is to engage students in a dynamic narrative environment and to involve them in different moral dilemmas (teaching moments) that use the Socratic Method as the predominant pedagogy. We argue that AEINS incorporates a...
Traditional Game to Develop Character Values in Nonformal Educational Institution
IJAEDU- International E-Journal of Advances in Education, 2018
This research departed from the tradition of Indonesian culture that has been done by the communities because of the current globalization. Kaulinan Barudak Lembur is a traditional game performed by children in the countryside. Nowadays, children are starting to love the digital game compared with traditional games. The Kaulinan Barudak Lembur has many values which is important to be internalized to children because good values should be habits from an early age. One of many ways can be developed through the introduction of traditional games. This study aims to describe the type and characteristics of traditional games in Eco Bambu Cultural, Art, and Sport Center and to describe the character values contained in traditional game Kaulinan Barudak Lembur for children learnig in the Eco Bambu Cipaku Cultural, Art, and Sport Center, West Java. This research used qualitative method by using ethno pedagogical approach. Data in this research were collected by observation, documentation, interview, and recording. Technics of data analysis were collecting data, selecting data, interpreting data and taking conclusion. The results of this study were cultural literacy through the Kaulinan Barudak Lembur is able to develop the values of character education, such as religious value, cooperation value, responsible value, honesty value, caring value, selfconfidence value and curiosity value. It can be concluded that the Kaulinan Barudak Lembur is a traditional game that have to be preserved because it contains various values of character education that can contribute in creating good character for children from an early age. Furthermore, the implications of this research are to make children have good character from early age and to make tutors know that so many values of character education in that traditional game so they can implement that game to internalize good values for children.
2018
ENGLISH: Character education in Indonesia is very essential to be done to make a person with good characters. One of the manifestations in producing a person with character is by taking the values in a game. Playing is one of the methods in training children’s character. In Indonesia, there are a lot of traditional games. One of the traditional games in Indonesia is Engklek. This research was intended to describe: (1) Understanding the character education values in Engklek traditional game and (2) comprehending the implications of character education values in Engklek traditional game for children aged 5 to 6 at Kampoeng Dolanan, Yogyakarta (3) finding out the advantages and disadvantages of Engklek traditional game. This study used qualitative descriptive approach. The data collection were done by using documentation, interview and observation. The study informants were the initiator of Kampoeng DolananYogyakarta, humanist, children aged 5 to 6 who played Engklek game, creators of ...
The Traditional Game Learning Model for the Elementary School Student Character Building
Proceedings of the 4th International Conference on Sport Science, Health, and Physical Education (ICSSHPE 2019), 2020
The purpose of the research was to produce a learning method based on traditional games which suits to primary school student characteristics, easy and safe for primary school students to play with, and also an effective development method to develop honesty, disciplinary, and responsibility. The research method used was research and development method or RnD. This method is used to produce a product in a form of a learning method based on traditional games to build the character of primary school students. The research steps were: (1) preliminary study, information collection and literature analysis needs, observation, and research scheme work composition (2) planning (objectives formulation, the determination of learning sequence) (3) the development of initial product (learning material preparation, evaluation of instrument) (4) initial field trial (small scope trial) (5) revision of the main product (based on the suggestion post the initial trial) (6) primary field trial (big scope trial) (7) product revision (based on the result of big scope trial) (8) affectivity trial (9) final product revision (10) dissemination and implementation. The data analysis techniques used were descriptive quantitative analysis and descriptive qualitative analysis. The result of this research is a manual boof of learning method based on traditional games to develop honesty, discipline, and responsibility characters.
2020
The 21 st century learning process is not only based on the use of the textbook as the source, but it also can be referred to the use of other sources, such as traditional games. In the traditional games, there are many character values that the students can learn. It is in line with the government program dealing with the Character Education Strengthening (CES). This study aims at determining the implementation of the CE movement in building the students' character. This research used qualitative descriptive approach. The study was conducted at SDN 44 Mataram. Data were collected by using interviews, observation and documentation. Phases of data analysis include reduction, presentation and conclusion. The results of study show that: (1) The use of traditional games was very helpful for teachers in building students' characters because there are many values contained in the game such as discipline and responsibility. (2) Students gain new experiences because the learning process does not only focus on student textbooks. (3) The students were delighted and enthusiastic in doing traditional games because they gain a new learning atmosphere. (4) There were changes in attitudes of the students after doing the traditional game, especially in discipline and responsibility.
Fostering Character Education with Games and Interactive Story Generation
Designing Games for Ethics: Models, Techniques and Frameworks, 2010
Promoting ethical, responsible, and caring behavior in young people is a perennial aim of education. Schools are invited to include moral teaching in every possible curriculum. Efforts have been made to find non-traditional ways of teaching such as games or role play or engaging students in moral dilemmas. However, classroom environments need to consider time constraints, curriculum standards, and differing children's personalities. Computer systems can offer rich environments that detect and respond to ...
In this article, we want to describe a particular application of role-playing in the frame of psychoeducational interventions for adolescents and young adults. This project, called The Black Blades (Le Nere Lame), mixes live action role-playing and table role-playing moments in settings inspired by Tolkien's fiction. This project is conducted according to a specific approach, called LabRPG Method (Metodo LabGDR), which integrates role-playing practice with psychological and psychosocial innovative techniques according to recent literature. That method is widely described in the manual Metodo LabGDR (Scicchitano, 2019). Currently the Black Blades involves 26 participants among teenagers and young adults (AYA) between the ages of 14 and 21. Also, it is carried out and it's intended to last 3 years. The key topics of the article are: the theoretical reference framework; the description of the project; materials and method; presentation and critical analysis of the results obtained; conclusive reflections.