The Effect of Creative and Educative Games on Project-Based Learning on Students' Learning Spirit in the Pandemic Period
- 10.2991/978-2-38476-022-0_83How to use a DOI?
- online assessment; Project-based learning; pandemic period
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.
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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 -