Game Modality Preferences and Learning Expectations in Multiplatform Game-Based Philosophy of Science Learning: Implications for Instructional Design

Authors

  • Rifda Nur Hikmahwati Arif Universitas Negeri Makassar, Indonesia

DOI:

https://doi.org/10.53696/venn.v5i4.491

Keywords:

Game-Based Learning, Game Modality Preference, Philosophy of Science, Multiplatform Learning, Pre-Service Science Teachers, Instructional Design, Offline Games, Digital Games

Abstract

Memahami preferensi modalitas permainan siswa sangat penting untuk mengoptimalkan desain pembelajaran berbasis permainan (GBL), namun sebagian besar penelitian GBL di pendidikan tinggi mengukur keterlibatan dan hasil pembelajaran tanpa secara sistematis mendokumentasikan jenis permainan apa yang disukai siswa dan mengapa. Tujuan: Studi ini menyelidiki preferensi modalitas permainan dan harapan pembelajaran dari 78 calon guru sains (kohort 2024) di Universitas Negeri Makassar setelah berpartisipasi dalam intervensi GBL multiplatform dalam mata kuliah Filsafat Sains. Metode: Instrumen survei dengan enam item terstruktur dan terbuka menilai: (1) modalitas permainan yang disukai secara keseluruhan; (2) permainan offline yang disukai; (3) permainan psikomotor yang disukai; (4) platform digital yang disukai; (5) urutan pembelajaran yang disukai; dan (6) hasil pembelajaran yang diharapkan dari permainan. Item terbuka tambahan mengumpulkan saran permainan yang dihasilkan siswa. Analisis frekuensi dilakukan untuk semua item; perbandingan antar kelas dilakukan untuk preferensi modalitas secara keseluruhan; dan analisis konten kualitatif diterapkan pada saran terbuka. Hasil: Permainan offline adalah modalitas tunggal yang paling disukai (42,3%), diikuti oleh kombinasi ketiga modalitas (38,5%). Di antara permainan offline, Teka-Teki Konsep Ontologi-Epistemologi-Aksiologi (60,3%) dan Kartu Diskusi Sokratik (57,7%) paling disukai. Quizizz mendominasi preferensi platform digital (78,2%). Peragaan konsep yang diwujudkan (50,0%) dan Debat Berdiri (44,9%) memimpin preferensi psikomotorik. Peningkatan berpikir kritis adalah hasil pembelajaran yang paling diharapkan (78,2%). Analisis kualitatif mengidentifikasi enam kategori tematik dari saran yang dihasilkan siswa, dengan permainan berbasis debat paling sering diusulkan (31,3%). Kesimpulan: Temuan ini menantang asumsi bahwa permainan digital secara universal disukai oleh pelajar Generasi Z.

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Published

04-06-2026

How to Cite

Arif, R. N. H. (2026). Game Modality Preferences and Learning Expectations in Multiplatform Game-Based Philosophy of Science Learning: Implications for Instructional Design. Venn: Journal of Sustainable Innovation on Education, Mathematics and Natural Sciences, 5(4), 707–718. https://doi.org/10.53696/venn.v5i4.491

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