Exciting Learning with Game Based Learning

Along with the development of the era, especially in the field of technology, it is not a barrier to the world of education, why should it be left behind? There are many breakthroughs to break the monotony of the classroom in learning using modern methods with stunning results. One method that has carved a new mark in the world of education is Game Based Learning.

The use of technology in education can be through Game-Based Learning, a learning strategy that uses game elements to increase engagement and learning effectiveness. In Game-Based Learning, game concepts such as challenges, competitions, rewards, and interactions are used to create a more exciting and enthusiastic learning environment. Students engage in activities requiring critical thinking, teamwork, and creativity as if playing a game.

In this context, games can be computer games, board games, and physical activities that are designed with a purpose. The main goal of Game-Based Learning is to improve the quality of learning by creating a more interactive, interesting, and relevant learning experience.

JUST PLAYING HOW CAN YOU GET KNOWLEDGE ???

Of course, you can. Many people look down on the existence of games as learning media. Learning with games can be more effective and efficient and help, become happier and reduce stress that will occur due to focusing too much on learning. Let’s look at a little information below to find out what is important and how to apply Game Based Learning.

The Importance of Game-Based Learning

Being indifferent to education is no longer something that seems important and serious. However, in reality, education is still the main benchmark for many people to be able to live their lives in the future. With the existence of Game-based learning, can support and increase a person’s interest in learning many things because of its more fun nature. Some important roles of Game-Based Learning in the world of education include:

  1. Increasing engagement by encouraging active student participation.
  2. Increasing information retention that triggers critical thinking and analysis.
  3. Developing skills such as academic skills, teamwork, leadership, and cooperation.
  4. Active learning by applying strategic concepts to deepen understanding.
  5. Collaborative Learning can encourage students to work together, communicate, and solve problems together.
  6. The realization of Game game-based learning can also help psychology stay healthy and balanced. Its fun nature can indirectly refresh the brain and mood to be better and form a more passionate life.

Application of Game-Based Learning

The application of Game Based Learning can be done in various aspects. Both education and business. One of the startups that supports the realization of Game-Based Learning is Let’s Play. Let’s Play is a company that focuses on the development and implementation of innovative learning solutions, especially by using the Game-Based Learning approach. This company understands the potential of combining game elements with learning to create a more interesting, interactive, and effective learning experience.

What Let’s Play does to support Game-Based Learning includes:

  1. Development of Game-Based Learning Platform: Let’s Play can develop a game-based learning platform specifically designed to facilitate Game-Based Learning. This platform can contain various types of games designed to convey learning concepts interestingly and interactively.
  2. Specially designed curriculum: Let’s Play can design a curriculum that suits the needs of clients or educational institutions. This curriculum will integrate game elements to ensure learning is more interesting and collaborate with traditional learning approaches.
  3. Simulation and Scenario Creation: Let’s Play can create game-based simulations and scenarios that reflect real-world situations.
  4. Performance Measurement and Evaluation: Let’s Play can provide a medium to measure the performance of students or trainees in a Game Based Learning environment, to identify individual development.
  5. Training and Support: Let’s Play can provide training to educators or trainers in using the Game-Based Learning platform or tools.
  6. Feedback-Based Adjustment: Let’s Play continues to ensure that learning remains relevant, interesting, and interactive by developing good Game-Based Learning solutions.

With the synergy between Game Based Learning and the Let’s Play company, education, and training can be more dynamic, interesting, and in line with the needs of the times. Let’s Play paves the way for the use of technology in creating a game-based learning environment. Stimulating learning, and optimizing individual development potential entertainingly and interactively.

Learning Method Training for High School Teachers Throughout Malang Raya

Jagoan Indonesia Collaborates with Let’s Play Indonesia and invites high school teachers throughout Malang Raya to participate in learning method training specifically designed to improve the quality of education. Education is the main pillar in building a quality society. Behind the success of students in education, there is an invaluable role of teachers. High school teachers have an important responsibility in equipping students with the knowledge, skills, and insights they need for a successful future. To achieve this goal, teachers need to continue to develop and update their teaching methods. In this training, the learning method using board game media is becoming increasingly popular among high school teachers around Malang Raya with Mentoring by Kak Arif Bawono Surya from LetsPlay Indonesia.

Business Craft and Pesona
In this training, the board games used are Business Craft and Pesona. The choice of these 2 board games was not without purpose, but because it aligns with one of the training objectives for high school teachers with a concentration in economics to further deepen their knowledge with business simulations.

In the Business Craft Game, teachers can easily understand the basic marketing strategies in business to be applied in the real world. Implementation obtained from board games. This makes teachers more aware of business competition and more observant in researching customers. In this game, of course, it is inseparable from the direction and explanation of the facilitator given by the let’s play party to be able to guide the course of the game. As for Pesona, each player plays a role in building a country that begins with the contribution of residents, such as paying taxes. The more you care about the country, the more facilities will be built.

Closing
Training on learning methods with boardgame media is a positive step in the transformation of education in Malang Raya. High school teachers involved in this training get the skills and tools they need to make learning more interesting and effective. By using board games, they can help their students to participate more actively in the learning process. Thus, education in Malang Raya continues to develop in a better direction, creating a younger generation that is better prepared to face future challenges.

How exciting was this session? Watch the video below!!

“ACTIVE LISTENING AND MAINFULNESS: A DUAL APPROACH TO SUICIDE PREVENTION” Amcor UMM Together with Let’s Play Indonesia

On August 15, LetsPlay Indonesia and American Corner joined hands to host a meaningful seminar to prevent suicide. The seminar, titled “ACTIVE LISTENING AND MAINFULNESS: A Dual Approach to Suicide Prevention,” was a platform for participants to explore two innovative approaches to suicide prevention. To address this increasingly pressing issue, LetsPlay Indonesia and Amcor UMM joined hands in an incredible online collaboration via the Zoom platform with a primary focus on mental health. In their Mental Health webinar series, the two have endeavored to provide insight, support, and solutions to understanding and overcoming mental health challenges.

Webinar Session

Amcor UMM invited Dr. Emir, an expert in the field of mental health, to open the seminar by explaining the innovative approach he has used to integrate games into learning. He highlighted the importance of “Active Listening” and how its use can create a safe environment for individuals who may be struggling with suicidal thoughts.

Kak Arif, an experienced practitioner in Game-Based Learning, “Mainfulness,” followed with an explanation of how the use of Game-Based Learning, especially Lego Serious Play, can be used to manage stress, anxiety, and negative thoughts that can trigger suicidal thoughts. He guided participants in simple exercises that demonstrated the power of “Mainfulness.”

One of the main highlights of the seminar was the use of the Lego Serious Play method in the context of mental health. Participants were allowed to use Lego to represent their thoughts, emotions, and experiences. This gave them a creative way to express themselves and share their experiences with other participants.