Proceedings of the 1st UMSurabaya Multidisciplinary International Conference 2021 (MICon 2021)

The Effect of Creative and Educative Games on Project-Based Learning on Students' Learning Spirit in the Pandemic Period

Authors
Eka Kurniasih1, *, Ulfi Ukhrowati1, Novi Utami1, Tazkiyah Himmatul Ulya1, Mohammad Givi Efgivia1
1Magister of Educational Technology, Ibn Khaldun University, Bogor, Indonesia
*Corresponding author. Email: ekakurniasih70@gmail.com
Corresponding Author
Eka Kurniasih
Available Online 13 May 2023.
DOI
10.2991/978-2-38476-022-0_83How to use a DOI?
Keywords
online assessment; Project-based learning; pandemic period
Abstract

Indonesia is one of the countries affected by the Covid-19 pandemic and this condition has a significant impact on the world of education, including from basic education to higher education. The next face-to-face learning is dominated by distance learning (PJJ) which is better known as online learning. The application of physical distancing rules is also the reason for the emergence of innovation in adjusting the learning process so that the learning productivity of students develops. The choice of Project-Based Learning with a combination of games in the learning process is carried out to optimize the learning process by dominating online for students. Writing objectives are taken from the learning process experience of class VIII students of SMP SMART Ekselensia Indonesia. The assessment process is carried out through games activities with an assessment score arranged in an assessment rubric and socialized online to students. Begins from the experience gained, online assessments can develop student productivity. It can be seen from the content of creativity and the score obtained learning of project-based is an appropriate alternative to online learning models compared to old learning models.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 1st UMSurabaya Multidisciplinary International Conference 2021 (MICon 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
13 May 2023
ISBN
10.2991/978-2-38476-022-0_83
ISSN
2352-5398
DOI
10.2991/978-2-38476-022-0_83How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Eka Kurniasih
AU  - Ulfi Ukhrowati
AU  - Novi Utami
AU  - Tazkiyah Himmatul Ulya
AU  - Mohammad Givi Efgivia
PY  - 2023
DA  - 2023/05/13
TI  - The Effect of Creative and Educative Games on Project-Based Learning on Students' Learning Spirit in the Pandemic Period
BT  - Proceedings of the 1st UMSurabaya Multidisciplinary International Conference 2021 (MICon 2021)
PB  - Atlantis Press
SP  - 761
EP  - 765
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-022-0_83
DO  - 10.2991/978-2-38476-022-0_83
ID  - Kurniasih2023
ER  -