Student Perception of the Effectiveness of Edugame Learning Media in Citizenship Education at Higher Education Giri Harto Wiratomo, Kokom Komalasari, Rahmat, Iim Siti Masyitoh
Civic Education Departement, Universitas Pendidikan Indonesia
Abstract
Edugame as an innovative technological trend supports Citizenship Education learning. Developed as Android-based gaming, it focuses on citizen rights and duties. This research aims to explore students^ perceptions of the effectiveness of Citizenship Education learning media in higher education. A quantitative approach using a survey method was employed, collecting data via a Google Form questionnaire. The study sampled 120 students from Universitas Negeri Semarang enrolled in Citizenship Education in 2024. Findings revealed that 33.3% of students played games for up to 1 hour, with 72.5% reporting that their mobile phones supported gaming. Students perceived positive impacts in 32.5% of cases, while 41.7% noted negative impacts. Based on the perceptions of students, the positive effects of playing games include stress reduction, skill enhancement, entertainment, cognitive improvement, and teamwork. However, the negative effects include addiction, emotional disturbances, sleep deprivation, laziness, and reduced social interaction with peers. Moreover, 51.7% recognized educational values in games. Popular games included Mobile Legends (26.7%), Plants & Zombies (9.2%), and Minecraft (3.3%). Regarding game integration into education, 32.5% agreed, 53.3% saw the potential for further development, and 14.2% disagreed. The content of a game that can enhance the rights and responsibilities of citizens includes educational aspects, coping strategies, mental health, interactive learning, and moral values. Student interest in games was driven by gameplay, storyline, characters, and graphics. In conclusion, games show promise as supplementary tools for Citizenship Education learning.