Developing human resources who have skills or abilities in mastering technology is the demand of the world of work today. In addition to technological skills, the ability to analyze, think rationally, communicate, solve problems, literacy skills is an added value. This article will discuss how to implement PjBL in educational game courses. This research uses a classroom action research method that observes the situation of the application of a learning model. The subjects of this study were 4th semester students as many as 8 students, which were then carried out with 2 cycles. on average in cycle, I & II there was an increase of 11.5%, and most significantly in student learning motivation with an average of 80.5% which had an impact on the growing desire to learn to complete the final project of educational games.
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