2 research outputs found

    Harnessing Serious Games For Developing Indonesian Elementary School Students’ Critical Thinking Attitudes

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    Critical thinking is one of the essential skills required in all fields in the 21st century. As a response to this need, one of the efforts that Indonesian policy-makers make is through developing Curriculum 2013 which is designed to equip students with the ability to think critically. However, instilling critical thinking skills from an early age without developing an individual’s critical thinking attitudes is not a wise choice. It is because possessing critical thinking skills without having a willingness to use them will be less beneficial. This article presents the results of a literature study on how serious games, as a product of current advancement of digital technology, can be utilised to develop three critical thinking attitudes, namely, willingness to plan, the attitude of flexibility, and consensus-seeking attitude. Moreover, this article also presents three strategies that can be used to implement serious games in Indonesian elementary school context, namely, using ADDIE (analysis, design, development, implementation, and evaluation) model as a framework for developing serious games, adapting the existing serious games with BYOD (bring your own device) model, and promoting parental and family involvement

    Acceptance of Serious Games to Develop Digital Competencies in Higher Education

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    Serious games are the focus of the current research agenda. They show promise for allowing students to learn and practice skills. In fewer studies, they are used for the development of academic competencies. Therefore, it is of interest to deepen the research on the benefits of serious games in academic education and training. This article presents a study using serious games aimed at higher education academics’ training for the development of digital competencies. The study was carried out with 56 academics, using the serious game called AstroCódigo. The study analyzed the level of acceptance of serious games using the TAM model and what factors the academics believe affect this acceptance. It is important to know possible barriers that affect the development of actions oriented to the formation of academic competencies through serious games, which can also affect the adoption of games as a resource for teaching situations. None of prior studies have focused on analyzing the technological acceptance of serious games used for the development of academic competencies. The results of this research indicate that participants believe that using serious games can be beneficial to drive digital competencies. However, there are aspects such as the highest academic qualification, work experience, professional development, perceived usefulness, ease of use, and fear of change associated with age rank which can play a negative role in the use and acceptance of digital technologies by academics, particularly serious games. These results may be a clue to the barriers linked to the fact that most of the participants in this study do not use serious games in their classes or for their digital skills training. Additionally, the possibility to try and fail and the increased level of challenges proposed in the serious games, related to enjoyment, were valued by academics, during the sessions with AstroCódigo. These findings open the door to organize strategies for academic training in digital competencies within higher education institutions. They can also impact the design decisions of new serious games.This research work has been partially funded by the Office of International Affairs and External Cooperation (OAICE) of the University of Costa Rica (UCR), Costa Rica, through a supplementary scholarship granted to support studies towards obtaining a Master in Information Technology Applied to Education and a Doctorate in Information Sciences, both at the National University of La Plata (UNLP), Buenos Aires, Argentina. Also, Project REFORTICCA of the Scientific Research Agency of the Province of Buenos Aires (CICPBA) and RTI2018-096986-B-C31: "PERGAMEX: PERVASIVE GAMING EXPERIENCES FOR ALL" project, partially funded this research.UCR::Sedes Regionales::Sede del Atlántic
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