Integrating Minangkabau Cultural Elements in Educational Games: A Mix-Methods Study for Science Learning Engagement
##plugins.themes.academic_pro.article.main##
Abstract
Purpose – Science learning often struggles to boost student engagement and understanding. Educational games offer an innovative approach, but they often overlook local cultural contexts, reducing their relevance for students. This study examines the views of science educators on the use of Edu Game Adventure based on Minangkabau culture in science learning.
Method – This study uses a mixed-method approach with questionnaires distributed to 50 science teachers and lecturers in West Sumatra. Quantitative data were analyzed using descriptive and inferential statistics, while qualitative analysis focused on open-ended responses. The purposive sampling ensures diverse perspectives on the integration of local cultures in science learning, providing a deeper understanding of practitioners' views across different educational levels and experiences.
Findings – The results indicate that most practitioners view the integration of Minangkabau culture in educational games positively. 80% believe it boosts student interest in science, 75% say it promotes cultural diversity and local values, 65% feel it encourages active involvement, and 70% think it broadens perspectives on cultural diversity. These findings suggest that integrating Minangkabau culture enhances student engagement and understanding, providing valuable insights for designing culturally relevant learning tools.
Research Implications – The study's results offer practical guidance for curriculum developers and educators to integrate local culture into engaging, meaningful learning designs, highlighting the importance of culturally relevant content to enhance teaching effectiveness.
##plugins.themes.academic_pro.article.details##
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
References
- Abidin, Y., Setyaningsih, H., & Yunansah, H. (2018). Optimalisasi Implementasi Alat Permainan Edukatif Berbasis Kearifan Tradisi Lokal. Cakrawala Dini: Jurnal Pendidikan Anak Usia Dini, 5(1), 13–19. https://doi.org/10.17509/cd.v5i1.10406
- Ahdan, S., Sucipto, A., & Agus Nurhuda, Y. (2019). Game untuk Menstimulasi Kecerdasan Majemuk pada Anak (Multiple Intelligence) Berbasis Android. Senter 2019, November, 554–568.
- Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology, 7(4), 131–136. https://doi.org/10.18178/ijimt.2016.7.4.659
- Amory, A., & Seagram, R. (2014). Educational game models: conceptualization and evaluation. South African Journal of Higher Education, 17(2), 206–217. https://doi.org/10.4314/sajhe.v17i2.25314
- Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144. https://doi.org/10.31695/ijasre.2018.33016
- Arrohman, D. A., & Lestari, T. (2023). Analisis Keragaman Peserta Didik dan Implementasi Kurikulum Merdeka pada Mata Pelajaran Fisika. JSER Journal of Science and Education Research, 2(2), 1–11. https://jurnal.insanmulia.or.id/index.php/jser/
- Axmedova, T. B., & Kenjayeva, N. D. (2021). Advantages And Disadvantages of Online Learning. Eurasian Journal of Humanities and Social Sciences, 3, 48–50.
- Bariyah, I., & Pierewan, A. C. (2018). Keterlibatan Siswa (Student Engagement) Terhadap Prestasi Belajar. Jurnal Pendidikan Sosiologi, 2(1), 1–8.
- Basuki, F. R., Kurniawan, W., Jufrida, J., & Kurniawan, D. A. (2019). Pemetaan Kompetensi Dasar dan Integrasi Kearifan Lokal Dalam Pembelajaran IPA SMP di Kabupaten Muaro Jambi. Dedikasi; Jurnal Pengabdian Masyarakat, 1(2), 301–322.
- Bayram, S. (2021). World journal on educational technology: Current issues. World Journal on Educational Technology: Current Issues, 13(4), 437–449.
- Buckingham, D. (2022). Defining Digital Literacy; What do young people need to know about digital media? Nordic Journal of Digital Literacy Special Issue, 17–44. https://doi.org/10.4324/9781003011750-2
- Cheung, S. Y., & Ng, K. Y. (2021). Application of the Educational Game to Enhance Student Learning. Frontiers in Education, 6(March), 1–10. https://doi.org/10.3389/feduc.2021.623793
- Constantinou, C., Tsivitanidou, O., & Rybska, E. (2018). Apa itu pengajaran dan pembelajaran sains berbasis inkuiri?
- Dharmayana, I., Masrun, Kumara, A., & Wirawan, Y. (2012). Keterlibatan Siswa (Student Engagement) Sebagai Mediator Kompetensi Emosi Dan Prestasi Akademik. Jurnal Psikologi UGM, 39(1), 76–94.
- Dwipayana, P. A. P., Redhana, I. W., & Juniartina, P. P. (2020). Analisis Kebutuhan Pengembangan Multimedia Interaktif Berbasis Konteks Budaya Lokal Untuk Pembelajaran IPA SMP. Jurnal Pendidikan Dan Pembelajaran Sains Indonesia, 3(1), 49–60. https://ejournal.undiksha.ac.id/index.php/JPPSI/article/view/24628
- Erman, E. (2008). Model Belajar Dan Pembelajaran Berorientasi Kompetensi Siswa. Educare (Jurnal Pendidikan Dan Budaya), Vol 05-No(2), 1–35.
- Fitri, R., & Rakimahwati, R. (2021). Game Edukasi Berbasis Budaya Lokal Sumbang Duo Baleh untuk Meningkatkan Kecerdasan Interpersonal Anak. Jurnal Obsesi?: Jurnal Pendidikan Anak Usia Dini, 6(1), 239–251. https://doi.org/10.31004/obsesi.v6i1.1220
- Freitas, S. de. (2018). The Review: A recent history of game science Wave 1: What are games? Educational Technology & Society, 21(2), 74–84.
- Hidayatulloh, S., Praherdhiono, H., & Wedi, A. (2020). Pengaruh Game Pembelajaran Terhadap Peningkatan Hasil Belajar Pemahaman Ilmu Pengetahuan Alam. JKTP: Jurnal Kajian Teknologi Pendidikan, 3(2), 199–206. https://doi.org/10.17977/um038v3i22020p199
- Ismawati, N. A., & Ramadhanti, S. (2022). Penerapan Artifical Intelligence dalam Mendukung Pembelajaran di Era Digital. Prosiding Seminar Nasional Batch I: Nasib Pendidikan Karakter Di Masa Pembelajaran Daring Dalam Bingkai Merdeka Belajar, 158–166. https://prosiding.amalinsani.org/index.php/semnas
- Jannah, R., & Haryadi, R. (2020). Pembelajaran Daring Fisika Siswa Sekolah Menengah Atas (SMA). Edumaspul: Jurnal Pendidikan, 4(2), 355–363. https://doi.org/10.33487/edumaspul.v4i2.842
- Jayanti, R., Hermawan, W., & Rinayuhani, T. R. (2024). Pelatihan Pembuatan Game Edukasi Berbasis Kearifan Lokal untuk Penguatan Profil Pelajar Pancasila (P5) di SD Al-Kautsar. Community Development Journal, 5(3), 5032–5034.
- Kesuma, D. S., Zakirman, Z., Berli, A. U., Meilisa, M., & Rahayu, C. (2022). Fun Science Methods to Improve Student s ’ Activeness in Science Learning. Edukatif?: Jurnal Ilmu Pendidikan, 4(1), 530–538.
- Kusuma, R. S. (2018). Peran Sentral Kearifan Lokal Dalam Peningkatan Kualitas Pendidikan. Jurnal Pedagogik, 5(2).
- Lathifah, A. S., Hardaningtyas, K., Pratama, Z. A., & Moewardi, I. (2024). Penerapan Teori Belajar Konstruktivisme dalam Meningkatkan Keaktifan dan Hasil Belajar Siswa. Diajar; Jurnal Pendidikan Dan Pembelajaran, 3(1), 36–42.
- Manuel, R. A., & Sutanto, A. (2021). Generasi Alpha?: Tinggal Diantara. Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa), 3(1), 243. https://doi.org/10.24912/stupa.v3i1.10468
- Marzuki, F. C. (2009). Game Berbasis Adventure Sebagai Pendukung Pembelajaran Pengenalan Kata Bahasa Inggris Untuk Anak. Jurnal Sistem Informasi Dan Telematika, 1–11.
- Maulidah, N., & Santoso, A. (2012). Permainan konstruktif untuk meningkatkan kemampuan multiple intelligence (visual-spasial dan interpersonal). Jurnal Bimbingan Dan Konseling Islam, 02(01), 27–47.
- Mayasari, T. (2017). Integrasi budaya Indonesia dengan Pendidikan Sains. Seminar Nasional Pendidikan Fisika, 2010, 12–13. http://e-journal.unipma.ac.id/index.php/snpf/article/view/1606/1261
- Miluningtias, S., & Shofiyah, N. (2021). Penerapan Game Edukasi Terintegrasi Kearifan Lokal Berbasis Android Terhadap Hasil Belajar Siswa Dalam Pembelajaran Daring. Jurnal IPA Terpadu, 4(2), 74–84. https://doi.org/10.35580/ipaterpadu.v4i2.19065
- Muin, A., & Utami, N. W. (2024). Analisis Penerapan Integrasi Budaya Minangkabau dalam Pembelajaran IPAS Kurikulum Merdeka di Sekolah Dasar. Jurnal Inovasi Pendidikan Dan Pembelajaran Sekolah Dasar (JIPPSD), 8(1), 250–264. http://ejournal.unp.ac.id/index.php/jippsd/indexDOI:https://doi.org/10.24036/jippsd.v8i1
- Mukarromah, T. T., & Agustina, P. (2021). Gamifikasi Berbasis Aplikasi dan Pembelajaran Anak Usia Dini. Edukids: Jurnal Pertumbuhan, Perkembangan, Dan Pendidikan Anak Usia Dini, 18(1), 18–27. https://doi.org/10.17509/edukids.v18i1.33338
- Nasution, F. R., Adlika, N. M., & Tampubolon, B. (2022). Analisis Perhatian Dan Keterlibatan Siswa Pada Pembelajaran Secara Daring. Jurnal Pendidikan Sosiologi Dan Humaniora, 13(1), 91. https://doi.org/10.26418/j-psh.v13i1.52321
- Ningsih, D. U., Sulistiyowati, T. I., & Santoso, A. M. (2023). Studi Kasus Pembuatan Game Edukasi Sains Belajar.MU Berbasis Metaverse Menggunakan Aplikasi Roblox Studio. Seminar Nasional Pendidikan Dan Pembelajaran Ke-6, 602–610.
- Noemí, P.-M., & Máximo, S. H. (2014). Educational Games for Learning. Universal Journal of Educational Research, 2(3), 230–238. https://doi.org/10.13189/ujer.2014.020305
- Panggayudi, D. S., Suweleh, W., & Ihsan, P. (2017). Media Game Edukasi Berbasis Budaya untuk Pembelajaran Pengenalan Bilangan pada Anak Usia Dini. Journal of Mathematics Education, Science and Technology, 2(2), 255–266.
- Parlika, R., Anggreini, D. N., Syafriansyah, M., Al hakim, R., & Faradilla, Y. (2018). Educational Game for Introducing Indonesian Culture on Android Platform. Inform?: Jurnal Ilmiah Bidang Teknologi Informasi Dan Komunikasi, 3(2), 100–104. https://doi.org/10.25139/inform.v3i2.1051
- Pratama, L. D., Lestari, W., & Bahauddin, A. (2019). Game Edukasi: Apakah membuat belajar lebih menarik? At- Ta’lim?: Jurnal Pendidikan, 5(1), 39–50. https://doi.org/10.36835/attalim.v5i1.64
- Safira, N., Amalyah, R., Gusmaniarti, G., Pratiwi, A. E., & Manu, D. (2023). Implementasi Permainan Edukatif Berbasis Budaya Lokal untuk Mengenal Konsep Bilangan pada Anak Usia 5-6 Tahun di TK IT Harum Kota Surabaya. Education Journal?: Journal Education Research and Development, 7(1), 73–82.
- Shih, J. L., & Hsu, Y. J. (2016). Advancing adventure education using digital motion-sensing games. Educational Technology and Society, 19(4), 178–189.
- Siagian, E. (2022). Hubungan Kecanduan Game Online dengan Minat Belajar Anak Usia Sekolah di Masa Pandemi Covid-19. Jurnal Basicedu, 6(4), 7593–7599. https://doi.org/10.31004/basicedu.v6i4.3090
- Susanti, S., Fahrezi, I., Yunita, N., & Adawiyah, N. S. (2024). Pengaruh Pendidikan Dalam Mempertahankan Budaya Lokal Khususnya di Kota Padang. Jurnal Inovasi Pendidikan, 6(1), 634–649.
- Syazali, M., & Umar, U. (2022). Peran Kebudayaan Dalam Pembelajaran IPA Di Indonesia: Studi Literatur Etnosains. Jurnal Educatio FKIP UNMA, 8(1), 344–354. https://doi.org/10.31949/educatio.v8i1.2099
- Tâm, T., Và, N. C. ? U., Giao, C. ? N., Ngh, C., & Chu, ? N B ? I. (2016). What types of Cultural Benefit Students Academic Achievement at Different Educational Stages? Interrogating The Meta-analysis Evidence. Procedia - Social and Behavioral Sciences, 01, 1–23.
- Vara, C. F. (2009). Integrating Story Into Simulation Through Performance (Issue December). http://smartech.gatech.edu/handle/1853/31756
- Walelang, A. V., Liliana, L., & Budhi, G. S. (2015). Game Pembelajaran Fisika Dengan Game Bertipe Adventure Game. Jurnal Infra, 3(2), 346–352. http://publication.petra.ac.id/index.php/teknik-informatika/article/view/3159
- Wardana, & Djamaluddin, A. (2021). Belajar dan Pembelajaran Teori, Desain, Model Pembelajaran dan Prestasi Belajar.
- Wati, W., & Istiqomah, H. (2019). Game Edukasi Fisika Berbasis Smartphone Android Sebagai Media Pembeajaran Fisika. Indonesian Journal of Science and Mathematics Education, 2(2), 162–167. https://doi.org/10.24042/ijsme.v2i2.4341
- Yu, Z., Gao, M., & Wang, L. (2020). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research, 0(0), 1–25. https://doi.org/10.1177/0735633120969214
- Zakirman, zakirman, Widiasih, W., Aprianti, R., & Nadiyyah, K. (2023). The Need for Electronic-Games to Support Student Involvement and Concentration in Learning. Jurnal Pijar Mipa, 18(4), 592–600. https://doi.org/10.29303/jpm.v18i4.5213