Implementation of Multimedia-assisted Collaborative Game-Based Learning to Improve Competitive Spirit and Problem Solving Ability in Literacy Learning for Elementary Students

Heru Subrata(1,Mail), Loso Judijanto(2), Candra Aeni(3), Aisyah Ali(4), Andi Subhan Amir(5) | CountryCountry:


(1) Departement of Education, Universitas Negeri Surabaya, Indonesia, Indonesia
(2) IPOSS Jakarta, Indonesia
(3) Departement of Economic Education, Universitas PGRI Ronggolawe Tuban, Indonesia, Indonesia
(4) Departement of Teacher Training and Education, Universitas Cenderawasih, Indonesia, Indonesia
(5) Departement of Communication Studies, Universitas Hasanuddin, Indonesia, Indonesia

MailCorresponding Author

DOI 10.23960/jpp.v15i2.pp1415-1430
Metrics→
              
Indexing Site→


Download Full Text: PDF

Copyright (c) 2025 Heru Subrata, Loso Judijanto, Candra Aeni, Aisyah Ali, Andi Subhan Amir


Implementation of Multimedia-assisted Collaborative Game-Based Learning to Improve Competitive Spirit and Problem Solving Ability in Literacy Learning for Elementary Students. Objectives: This study aims to analyze the effectiveness of collaborative game-based learning assisted by multimedia in improving the competitive spirit and problem solving skills of literacy learning for elementary school students. Methods: A quantitative research approach was used, with an experimental research design. The specific design was a one-group pre-test post-test design. The research subjects consisted of 30 grade 4-6 students from an elementary school in Surabaya. Data were collected through pre- and post-test assessments to evaluate the impact of the intervention. Findings: The findings revealed that the implementation of multimedia-assisted collaborative game-based learning had a significant positive effect on students' competitive spirit and problem-solving abilities. By integrating game elements with team-based collaboration, this approach enhanced students' literacy skills while fostering critical, creative, and analytical thinking. The collaborative nature of the games allowed students to engage in healthy competition, which not only boosted their motivation but also improved their teamwork and communication skills. Additionally, students developed negotiation skills and learned how to work cooperatively to achieve common goals, which are vital social competencies. Conclusion: In conclusion, the implementation of multimedia-assisted collaborative game-based learning proved to be an effective strategy for enhancing students' competitive spirit, problem-solving skills, and literacy development. The approach, by combining game elements with collaborative efforts, effectively promoted critical thinking and enhanced social skills, making it a promising educational tool for elementary school students. This study suggests that game-based learning, supported by multimedia, can be an engaging and effective method to improve both cognitive and social outcomes in literacy education.

 

Keywords: collaborative learning, game-based learning, literacy learning, competitive spirit, problem solving skills.


Alieksieieva, H. (2023). Global partnership in education as an enhancement of university prestige and economic impact. American Journal of Biomedical Science & Research, 20(5), 509–517. https://doi.org/10.34297/AJBSR.2023.20.002742

Abdel-Ghany Al-Sabbagh, A.. (2023). Enhancing English language skills through gamification: A case study at Umm Al Quwain University. International Journal of Instructional Technology and Educational Studies, 4(3), 29–43. https://doi.org/10.21608/ihites.2023.240979.1163

Amran, A., Jalil, H. A., Muhamad, M., & Nasharuddin, N. A. (2021). Factors contributing to collaborative game-based learning (CGBL) effectiveness. Asian Social Science, 17(11), 1–17. https://doi.org/10.5539/ass.v17n11p1

Aslam, R. (2021). Impact of learning motivation on students’ academic achievement: mediating role of constructive feedback. Pakistan Social Sciences Review, 5(3), 472–484. https://doi.org/10.35484/pssr.2021(5-iii)35

Azmy, A., Pertiwi, L., Agusta, N. F., & Kwerawarni, D. T. (2023). The effect of organizational leadership, employee development, and performance management on employee engagement. International Journal of Multicultural and Multireligious Understanding, 10(10), 389–403. https://doi.org/10.18415/ijmmu.v10i10.5146

Balalle, H. (2024). Exploring student engagement in technology-based education in relation to gamification, online/distance learning, and other factors: A systematic literature review. Social Sciences & Humanities Open, 9, 1–10. https://doi.org/10.1016/j.ssaho.2024.100870

Balogun, A. G., Balogun, S. K., & Onyencho, C. V. (2017). Test anxiety and academic performance among undergraduates: The moderating role of achievement motivation. The Spanish Journal of Psychology, 20, E14. https://doi.org/10.1017/sjp.2017.5

Chen, Y.-C., Lu, Y.-L., & Lien, C.-J. (2021). Learning environments with different levels of technological engagement: a comparison of game-based, video-based, and traditional instruction on students’ learning. Interactive Learning Environments, 29(8), 1363–1379. https://doi.org/10.1080/10494820.2019.1628781

Drigas, A., Dede, D. E., & Dedes, S. (2020). Mobile and other applications for mental imagery to improve learning disabilities and mental health. International Journal of Computer Science, 17(4). https://doi.org/10.5281/zenodo.3987533

Evcim, İ., & Arslan, M. (2022). An investigation into the development of the force and energy unit through STEM integration in science courses and its effects on students’ critical thinking skills. International Journal of Psychology and Educational Studies, 8(3), 128-139. https://doi.org/10.52380/ijpes.2021.8.3.398

Franco, P. F., & DeLuca, D. A. (2019). Learning through action: creating and implementing a strategy game to foster innovative thinking in higher education. Simulation and Gaming. https://doi.org/10.1177/1046878118820892

Fusco, N. M., Jacobsen, L. J., Klem, N., Krzyzanowicz, R., & Ohtake, P. J. (2022). A serious game employed to introduce principles of interprofessional collaboration to students of multiple health professions. Simulation and Gaming, 53(3), 253–264. https://doi.org/10.1177/10468781221093816

Garbuio, M., & Lin, N. (2021). Innovative idea generation in problem finding: Abductive reasoning, cognitive impediments, and the promise of artificial intelligence. Journal of Product Innovation Management, 38(6), 701–725. https://doi.org/10.1111/jpim.12602

Gentry, S. V., Gauthier, A., Ehrstrom, B. L. E., Wortley, D., Lilienthal, A., Car, L. T., … Car, J. (2019). Serious gaming and gamification education in health professions: Systematic review. Journal of Medical Internet Research, 14(2), 1–31. https://doi.org/10.2196/12994

Guerra, L. H. G., Juárez, G. H., Pérez-Lezama, C. V., González, E. G. Q., Campos-García, G. A., & Cacho, M. L. B. (2024). Enhancing problem-solving skills: The synergy of competitive programming and gamification strategy. 2024 IEEE Global Engineering Education Conference (EDUCON), 1–7. IEEE. https://doi.org/10.1109/EDUCON60312.2024.10578845

Halilsoy, T. (2024). The importance of self-confidence. Akademik Tarih ve Dusunce Dergisi, 11(5), 2975–2989. https://doi.org/10.46868/atdd.2024.803

Hudig, J., Scheepers, A. W. A., Schippers, M. C., & Smeets, G. (2023). Motivational mindsets, mindset churn, and academic performance: The role of a goal-setting intervention and purpose in life. Current Psychology, 42(27), 23349–23368. https://doi.org/10.1007/s12144-022-03462-8

İlaslan, E., Adıbelli, D., Teskereci, G., & Üzen Cura, Ş. (2023). Development of nursing students’ critical thinking and clinical decision-making skills. Teaching and Learning in Nursing, 18(1), 152–159. https://doi.org/10.1016/j.teln.2022.07.004

Keramati, M. R., & Gillies, R. M. (2021). Advantages and challenges of cooperative learning in two different cultures. Education Sciences, 12(1), 1–14. https://doi.org/10.3390/educsci12010003

Laakso, N. L., Korhonen, T. S., & Hakkarainen, K. P. J. (2021). Developing students’ digital competences through collaborative game design. Computers and Education, 174, 1–15. https://doi.org/10.1016/j.compedu.2021.104308

Lin, C.-Y., & Guo, Y.-H. (2021). Enhancing EFL adolescent learners’ vocabulary acquisition via online single player role-play games. Language Literacy: Journal of Linguistics, Literature, and Language Teaching, 5(1), 10–22. https://doi.org/10.30743/ll.v5i1.3506

Linca, F. I., & Matei, F. L. (2023). Teamwork efficiency of students: Does the university environment contribute to the development of this competence? Review of Psychopedagogy, 12(1), 81. https://doi.org/10.56663/rop.v12i1.60

Liu, Y., Tu, Y., Yang, H., Gao, J., Xu, Y., & Yang, Q. (2022). Have you “involution” today—Competition psychology scale for college students. Frontiers in Psychology, 13, 1–8. https://doi.org/10.3389/fpsyg.2022.951931

Mao, W., Cui, Y., Chiu, M. M., & Lei, H. (2022). Effects of game-based learning on students’ critical thinking: A meta-analysis. Journal of Educational Computing Research, 59(8), 1682–1708. https://doi.org/10.1177/07356331211007098

Mejía-Villa, D. A., Torres-Guevara, D. L. E., Prieto-Sandoval, D. V., Cabra, D. J., & Jaca, D. C. (2023). Training for sustainability through biomimicry and creative problem-solving processes. Thinking Skills and Creativity, 49, 1–17. https://doi.org/10.1016/j.tsc.2023.101359

Oancea Negescu, M. D., Ladaru, G. R., Vasilache, P. C., & Angheluta, P. S. (2021). Learning mobility for tertiary education in the context of globalization in the European Union. SHS Web of Conferences, 129, 1–10. https://doi.org/10.1051/shsconf/202112908012

Okolie, U. C., Igwe, P. A., Mong, I. K., Nwosu, H. E., Kanu, C., & Ojemuyide, C. C. (2022). Enhancing students’ critical thinking skills through engagement with innovative pedagogical practices in Global South. Higher Education Research & Development, 41(4), 1184–1198. https://doi.org/10.1080/07294360.2021.1896482

Patel, K. (2019). Development of problem solving skills amongst undergraduate engineering students through a team-game-tournament collaborative learning method. Proceedings - IEEE 10th International Conference on Technology for Education, T4E 2019, 303–307. https://doi.org/10.1109/T4E.2019.00019

Perry, N. E., VandeKamp, K. O., Mercer, L. K., & Nordby, C. J. (2023). Investigating teacher-student interactions that foster self-regulated learning. In Using Qualitative Methods To Enrich Understandings of Self-regulated Learning: A Special Issue of Educational Psychologist (pp. 5–15). https://doi.org/10.4324/9781410608529-2

Raysharie, P. I., Harinie, L. T., Inglesia, N., Vita, V., Wati, S., Sianipar, B., ... & Putri, F. (2023). The Effect of Student’s Motivation on Academic Achievement. Journal Pendidikan Ilmu Pengetahuan Sosial, 15(1), 168-175.

Rahayu, F. S., Nugroho, L. E., Ferdiana, R., & Setyohadi, D. B. (2022). Motivation and engagement of final-year students when using e-learning: A qualitative study of gamification in pandemic situation. Sustainability, 14(14), 1–22. https://doi.org/10.3390/su14148906

Sanz, C., Coma-Roselló, T., Aguelo, A., Álvarez, P., & Baldassarri, S. (2023). Model and methodology for developing empathy: An experience in computer science engineering. IEEE Transactions on Education, 66(3), 287–298. https://doi.org/10.1109/TE.2022.3231559

Selvaraj, A., Radhin, V., KA, N., Benson, N., & Mathew, A. J. (2021). Effect of pandemic based online education on teaching and learning system. International Journal of Educational Development, 85, 1–11. https://doi.org/10.1016/j.ijedudev.2021.102444

Sousa, M. J., & Rocha, Á. (2019). Digital learning: Developing skills for digital transformation of organizations. Future Generation Computer Systems, 91, 327–334. https://doi.org/10.1016/j.future.2018.08.048

Tan, C. Y. (2018). Examining school leadership effects on student achievement: The role of contextual challenges and constraints. Cambridge Journal of Education, 48(1), 21–45. https://doi.org/10.1080/0305764X.2016.1221885

Van Hanh, N. (2020). The real value of experiential learning project through contest in engineering design course: A descriptive study of students’ perspective. International Journal of Mechanical Engineering Education, 48(3), 221–240. https://doi.org/10.1177/0306419018812659

Veríssimo, C., Pereira, L., Fernandes, A., & Martinho, R. (2024). Complex problem solving as a source of competitive advantage. Journal of Open Innovation: Technology, Market, and Complexity, 10(2), 1–23. https://doi.org/10.1016/j.joitmc.2024.100258

Wang, S., Peng, F., & Li, M. (2022). Enhancing the problem-solving skills of vocational students through skills competition. Journal of Contemporary Educational Research, 6(12), 9–15. https://doi.org/10.26689/jcer.v6i12.4546

Wicaksono, A. G. C., & Korom, E. (2022). Review of problem-solving measurement: An assessment developed in the Indonesian context. Participatory Educational Research, 9(1), 116–136. https://doi.org/10.17275/per.22.7.9.1

Yafie, E., Gonadi, L., Maningtyas, R. T., Haqqi, Y. A., Maulidia, L. N., & Azizah, A. R. (2021). Development of mobile assisted training with seamless learning basis to improve parents’ parenting skill and overcome speech delay for two-year-old children. Proceedings of the 1st International Conference on Continuing Education and Technology (ICCOET 2021), 589(Iccoet), 122–128. Retrieved from https://www.atlantis-press.com/proceedings/iccoet-21/125962243%0A

Yafie, E., Samah, N. A., Mohamed, H., & Haqqi, Y. A. (2020). Collaborative mobile seamless learning (CMSL) based on android apps to improving critical thinking in higher education in the post-Covid-19 era. Journal of Advanced Research in Dynamical and Control Systems, 12(SP7), 428–441. https://doi.org/10.5373/JARDCS/V12SP7/20202125

Yustina, A. F., & Yahfizham, Y. (2023). Game based learning matematika dengan metode squid game dan among us. Jurnal Cendekia : Jurnal Pendidikan Matematika, 7(1), 615–630. https://doi.org/10.31004/cendekia.v7i1.1946

Yusuf, F. B., Firdaus, F. M., & Kadir. (2024). Enhancing problem-solving skills and spirit of mutual cooperation in mathematics learning through teaching at the right level approach. Jurnal Ilmiah Sekolah Dasar, 8(1), 90–100. https://doi.org/10.23887/jisd.v8i1.68232

Zahra, I., & Neo, M. (2024). Transforming education with collaborative games: An interactive learning ecosystem to foster students’ critical thinking and problem-solving skills. 17th Annual International Conference of Education, Research and Innovation, 2439–2447. https://doi.org/10.21125/iceri.2024.0658


Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


View My Stats