IMPROVING LOGICAL THINKING COMPETENCE USING GAMES FOR HIGH SCHOOL STUDENTS

Authors

  • (*) Danny Sebastian,  Universitas Kristen Duta Wacana
  • Kristian Adi Nugraha,  Universitas Kristen Duta Wacana

(*) Corresponding Author

DOI:

https://doi.org/10.21460/servirisma.2023.31.31

Keywords:

gamification, alternative learning method, post-pandemic learning method

Abstract

Online learning makes students bored and lazy. This condition requires teachers to think of other ways of teaching and learning activities. Gamification is a learning method using games as a teaching and learning tool. This service uses games on the code.org website application to increase high school-level students' interest in learning. In addition to gamification, several methods are applied to increase students' interest in learning, one of which is by providing personal assistance. The method applied was considered successful in increasing the interest and focus of the participants.

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Published

2023-05-30

How to Cite

Sebastian, D., & Nugraha, K. A. (2023). IMPROVING LOGICAL THINKING COMPETENCE USING GAMES FOR HIGH SCHOOL STUDENTS. Servirisma, 3(1), 1–9. https://doi.org/10.21460/servirisma.2023.31.31