Students’ Participation in Learning Economic Subject: Interactive Learning using Game-Based Learning
DOI:
https://doi.org/10.24191/cplt.v12i3.2641Keywords:
student participation; economic subject; interactive learning; game-based learningAbstract
The pandemic has led to a shift from traditional classrooms to online learning environments, causing students to face challenges such as lack of motivation, limited interaction, and feelings of isolation. This becomes more difficult for economics classes because of the subject's complicated nature, which includes graphs, mathematical computations, and extensive reading theories, which students frequently find difficult and disinterested. However, some of these problems were mitigated using interactive tools, including interactive quizzes that used game-based learning chat rooms and synchronous online classes. The study aims to examine the implementation of interactive learning strategies in the instruction of economics and to enhance student engagement during class using educational games specifically Quizizz and QuizWhizzer. This study used a total of 40 respondents who took economic subjects. The study found that the implementation of Quizizz and QuizWhizzer increased the number of students actively participating in class and enhanced their learning by increasing students' interest and preventing them from being bored in class. The inclusion of learning objectives and the degree of integration into the curriculum show the effectiveness of game-based learning and are suitable to use in conjunction with other teaching strategies to provide an extensive educational experience.
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Nik Suriati Nik Hassan*
This work is licensed under a Creative Commons Attribution 4.0 International License.