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Student perceptions of game-based learning in civic education: A Technology Acceptance Model (TAM) approach

Jurnal Civics: Media Kajian Kewarganegaraan · Vol. 23 No. 2 (2026) · hlm. 490–504

DOI
10.21831/jc.v23i2.96527
ISSN
2541-1918, 1829-5789
Terbit
2026-10-01
Penerbit
Universitas Negeri Yogyakarta
Bahasa
eng
Lisensi
creativecommons.org/licenses/by-nc-sa/4.0

Abstrak

The development of digital technology has brought significant changes to learning practices in higher education, particularly in the use of games that are close to students' lives. This study aims to analyze students' perceptions of game-based learning in civic education using digital game learning media. The study used a quantitative approach, employing a survey, with 120 students from Universitas Negeri Semarang (UNNES) across various study programs and semesters in 2025-2026. The researcher collected data through a Likert-scale questionnaire and analyzed it using quantitative descriptive methods within the Technology Acceptance Model (TAM), which comprises indicators of perceived usefulness and perceived ease of use. The results showed that students had a relatively moderate level of game play and exhibited positive perceptions of the use of digital games as learning media. Students assessed that digital games can increase interest in learning, help understand the material, and have the potential to develop student character traits such as tolerance, appreciation, honesty, and responsibility. However, students also recognized the potential negative impacts, namely the risk of game addiction and decreased focus on learning. These findings indicate that the use of games in learning needs to be pedagogically directed and based on values. Theoretically, this study strengthens the relevance of TAM in civic education while providing an empirical basis for developing game-based learning media that support student character building.

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  • State University of Semarang
  • Universitas Tidar
  • Indonesia University of Education
  • National Research and Innovation Agency
  • Coventry University
  • Samudra University
  • Sebelas Maret University
  • Organisasi lain
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
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Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama
Atsani WulansariUniversitas Tidar3
Kokom KomalasariIndonesia University of Education3
Hartutik HartutikSamudra University3
Novitasari NovitasariUniversitas Tidar3
Atsani WulansariAfiliasi tidak diketahui3
Cecep DarmawanIndonesia University of Education2
Mimi MulyaniState University of Semarang2
Rahmat .Afiliasi tidak diketahui2
Rahmat RahmatIndonesia University of Education1
Hendri IrawanIndonesia University of Education1
Leni AnggraeniIndonesia University of Education1
Fegiano Wulung AlamiAfiliasi tidak diketahui1
Dewi Ika SariSebelas Maret University1
Arif SubowoManado State University1
Dwi RiyantiIndonesia Open University1
Farikah FarikahUniversitas Tidar1
Mungin Eddy WibowoState University of Semarang1
Dwi Yuwono Puji SugihartoState University of Semarang1
Ruth GnadeaState University of Semarang1
Kurotul AeniState University of Semarang1
SugiyoState University of Semarang1
Afifah Ainun NimahState University of Semarang1
Ernest Ceti SeptyantiState University of Semarang1
Nurul KhoiriyahState University of Semarang1
MulawarmanState University of Semarang1
FarikahUniversitas Tidar1
Angela Carolina Flores RiquelmePontificia Universidad Católica de Chile1
Ahmad MuhlisinUniversitas Tidar1
Lilia Ellany MohtarSultan Idris Education University1
Gentur JalunggonoUniversitas Tidar1
Arnanda YusliwidakaUniversitas Tidar1
Sri SarwantiUniversitas Tidar1
Cahyo YusufUniversitas Tidar1
Yusup IrawanNational Research and Innovation Agency1
Syarifah LubnaNational Research and Innovation Agency1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journal.uny.ac.id/index.php/civics/oai, pertama di-harvest 9 Nov 2026, terakhir terlihat 9 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">Student perceptions of game-based learning in civic education: A Technology Acceptance Model (TAM) approach</dc:title>
	<dc:creator>Masyitoh, Iim Siti</dc:creator>
	<dc:creator>Wiratomo, Giri Harto</dc:creator>
	<dc:creator>Wahono, Margi</dc:creator>
	<dc:creator>Mazid, Sukron</dc:creator>
	<dc:creator>Munawaroh, Eem</dc:creator>
	<dc:subject xml:lang="en-US">civic education</dc:subject>
	<dc:subject xml:lang="en-US">games-based learning</dc:subject>
	<dc:subject xml:lang="en-US">Technology Acceptance Model (TAM)</dc:subject>
	<dc:description xml:lang="en-US">The development of digital technology has brought significant changes to learning practices in higher education, particularly in the use of games that are close to students' lives. This study aims to analyze students' perceptions of game-based learning in civic education using digital game learning media. The study used a quantitative approach, employing a survey, with 120 students from Universitas Negeri Semarang (UNNES) across various study programs and semesters in 2025-2026. The researcher collected data through a Likert-scale questionnaire and analyzed it using quantitative descriptive methods within the Technology Acceptance Model (TAM), which comprises indicators of perceived usefulness and perceived ease of use. The results showed that students had a relatively moderate level of game play and exhibited positive perceptions of the use of digital games as learning media. Students assessed that digital games can increase interest in learning, help understand the material, and have the potential to develop student character traits such as tolerance, appreciation, honesty, and responsibility. However, students also recognized the potential negative impacts, namely the risk of game addiction and decreased focus on learning. These findings indicate that the use of games in learning needs to be pedagogically directed and based on values. Theoretically, this study strengthens the relevance of TAM in civic education while providing an empirical basis for developing game-based learning media that support student character building.</dc:description>
	<dc:publisher xml:lang="en-US">Universitas Negeri Yogyakarta</dc:publisher>
	<dc:date>2026-10-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.uny.ac.id/index.php/civics/article/view/96527</dc:identifier>
	<dc:identifier>10.21831/jc.v23i2.96527</dc:identifier>
	<dc:source xml:lang="en-US">Jurnal Civics: Media Kajian Kewarganegaraan; Vol. 23 No. 2 (2026); 490-504</dc:source>
	<dc:source>2541-1918</dc:source>
	<dc:source>1829-5789</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.uny.ac.id/index.php/civics/article/view/96527/26003</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2026 Jurnal Civics: Media Kajian Kewarganegaraan</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>