Analisis Peran Game Edukasi Berbasis Mobile Dalam Meningkatkan Minat dan Prestasi Belajar Siswa
Jurnal
Author:
  • Erwin Dhaniswara 1
    Universitas Widya Kartika Surabaya
    • Zulfiah Larisu 2
      Universitas Halu Oleo Kendari
      • Feri Sanjaya 3
        Institut STIAMI
        • Nur Kurniasari 4
          Universitas Yos Soedarso Surabaya
          • Rissa Megavitry 5
            Universitas Negeri Makassar
            • Marlina 6
              Institut Agama Islam Negeri Takengon
Publisher:Jurnal Review Pendidikan dan Pengajaran (JRPP)
Published:2026
Pages:
Subject:Karya Tulis
Collection:Jurnal

ABSTRACT

This research aims to analyze the role of mobile-based educational games in enhancing students' interest and academic achievement. The literature review method was employed to collect and analyze relevant sources pertaining to the topic. The results indicate that mobile-based educational games effectively enhance students' interest in learning by incorporating engaging game elements and interactive learning challenges, leading to higher levels of enthusiasm and active participation in the learning process.Moreover, mobile-based educational games also contribute to improved academic achievement. In an enjoyable learning environment, students have the opportunity to enhance their understanding of the subject matter through experimentation, simulations, and challenges presented in a safe virtual space. The flexibility and accessibility of mobile-based educational games provide students with opportunities for learning beyond the confines of the traditional classroom setting.However, challenges such as effective gamedesign, integration into the curriculum, and support from educational institutions and parents need to be considered for the optimal implementation of mobile-based educational games. Furthermore, excessive dependence on technology should be avoided by maintaining a balance between social interactions and out-of-classroom learning.The findings of this research provide valuable insights into the role of mobile-based educational games in enhancing students' learning experiences. It is hoped that these findings will be implemented by educators and educational institutions to create more innovative and engaging learning environments for students in the age of information and communication technology

Keyword
English Language Learning, Technology-Based Teaching Methods, Speaking Proficiency, Secondary School, Literature Review

ARCHIVE
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PENULIS

  • Rani Zahra1
    Universitas Rokania
  • Asrul Sani1
  • Nur Kurniasari1
    Universitas Yos Soedarso Surabaya
  • Sonny Santosa1
    Universitas Buddhi Dharma
  • Teguh Arifianto1
    Politeknik Perkeretaapian Indonesia Madiun

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