Crossmark

Main Article Content


Abstract

Currently the government through the Ministry of Education and Culture is holding and promoting Character Education for Indonesian students to form a Pancasila Student Profile in order to reduce and overcome problems related to student character in the 21st century. Through the Pancasila Student Profile which includes 6 dimensions, namely faith and piety to God Almighty and having noble character, global diversity, critical thinking, mutual cooperation, creative and independent Indonesian education wants to make students in all corners of the country to better understand, appreciate and implement the values of Pancasila. It is not easy to make an appropriate learning plan in instilling character education that is integrated into subjects, educators must align their competencies in the current digital transformation era through independent training activities, surfing in cyberspace to add insight and collaborate with colleagues, Head Schools, and School Superintendents on what media should be given to students. So that from this subject emerged an innovation to support teaching and learning activities and attract students' motivation to learn by utilizing one of the learning media, namely educational games. This innovation is reinforced by survey results which state that the average game player is between 7-30 years old with an 80% percentage aged 7-21 years being a group of children to teenagers who are very fond of playing online games. So a research concept was designed using a quantitative descriptive approach that uses numerical data and is treated statistically or quantitatively since the data was collected.

Keywords:
Download Full-Text PDF Direct PDF file • 1728.pdf

Share Article:

Citation Metrics:

Scopus

Downloads

Download data is not yet available.

Citation Metrics & Similar Scopus Articles

Data source Crossref
1
citations
Citation counts are source-specific and may differ because database coverage, reference matching, and update schedules are different. Counts are not added together. Crossref values represent citation links registered and matched by Crossref.
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. Li Z. (2027)
    Optimal pricing and charging design of the EVCS-EVs network based on a Stackelberg mean field game approach
    Electric Power Systems Research, 265
  2. Manoli A.E. (2027)
    Introducing a Conditional Support Framework: How young residents view the Olympic games
    Tourism Management, 119
  3. Najjarpoura M. (2027)
    A Game-Theoretic Approach for Probabilistic Reactive Power Management with Flexibility and Stability Assessment
    International Journal of Engineering Transactions A Basics, 40(4), 1071-1081

Article Details

How to Cite
Maharani, R., Nazarmi, N. A., Sabrina, H. S., & Wijayanti, C. (2023). Desain Game Edukasi Berbasis Android dan PC Menggunakan Software RPG Maker MV guna Mendukung Konsep P5. MASALIQ, 3(6), 1165-1177. https://doi.org/10.58578/masaliq.v3i6.1728