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Erschienen in: Education and Information Technologies 4/2017

03.08.2016

Students’ viewpoint of computer game for training in Indonesian universities and high schools

verfasst von: Didin Wahyudin, Shinobu Hasegawa, Apep Kamaludin

Erschienen in: Education and Information Technologies | Ausgabe 4/2017

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Abstract

This paper describes the survey—conducted in Indonesian universities (UNIV) and high schools (HS)—whose concern is to examine preferences and influences of computer game for training. Comparing the students’ viewpoint between both educational levels could determine which educational level would satisfy the need of MAGNITUDE—mobile serious game for training inexperienced disaster responders—implementation. The survey involved 276 participants from two universities with various fields of study (engineering, social, and art) and two high schools that focused on the vocational education. The survey results show that 79 % of the participants (n = 226) believed that games could be used for training of disaster first responders. The results give a significant insight that UNIV education level would be more suitable than HS group for implementation of game for training purpose. The UNIV group had more interest than another one that the games could be used for training besides just for relaxing and leisure. Hence, to maximize the role of MAGNITUDE in such training, the UNIV students should be promoted as learning subjects.

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Metadaten
Titel
Students’ viewpoint of computer game for training in Indonesian universities and high schools
verfasst von
Didin Wahyudin
Shinobu Hasegawa
Apep Kamaludin
Publikationsdatum
03.08.2016
Verlag
Springer US
Erschienen in
Education and Information Technologies / Ausgabe 4/2017
Print ISSN: 1360-2357
Elektronische ISSN: 1573-7608
DOI
https://doi.org/10.1007/s10639-016-9522-9

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