Jurnal Ilmiah Kursor: Menuju Solusi Teknologi Informasi (Dec 2015)

A NEW APPROACH OF LEARNERS' ASSESSMENT USING BLOOM'S TAXONOMY-BASED SERIOUS GAME

  • I.N Sukajaya,
  • S. M Susiki Nugroho,
  • I. K.E Purnama,
  • M. Hery Purnomo

DOI
https://doi.org/10.28961/kursor.v8i2.66
Journal volume & issue
Vol. 8, no. 2

Abstract

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This paper describes: a scenario, agent specification, mapping of knowledge domain, an implementation of Bloom's taxonomy-based serious game (BoTySeGa), and players' response against the game. The development of BoTySeGa is pursued to the availability of an alternative assessment tool for learning in elementary school. It considers aspects: game knowledge, subject matter of parallelogram for 5th grade elementary school learners, and cognitive domain of Bloom's taxonomy. BoTySeGa's level of challenge is structured accommodates cognitive domain of Bloom for elementary school learners (knowledge, comprehension, application). To make sure that all functions and features work well; we conducted user acceptance test against the game prototype. We also took players' response to BoTySeGa utilizing five-points Likert-type of questionnaire. The questions are distributed in 15 items. User acceptance testing involving 85 learners of 5th grade elementary school shows that BoTySeGa has fulfilled the learning assessment requirement. With the response score ranged from 5 to 75; it is found that the average score of players' response to the implementation of BoTySeGa in learning is 59.93. This response value falls within "Positive" category.

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