Immune system is one of topic in biology which considered as problematic by students and challenging for teachers in conveys them in online learning. Gaming learning is one alternative to ease and engage the students and teachers in understanding the immune system. To bring gaming learning of immune system as an intervention in teaching and learning, a prerequisites analysis needs to be run to understand the existing practices of teaching and learning on immune system, and the readiness of teachers and students on the intervention of gaming learning. The aim of this study was to determine the learning process of the immune system during the Covid-19 pandemic and explore teacher and students' perceptions and readiness to use the gaming learning. The basic interpretative studies were conducted by collecting data through interview to four biology teachers, and questionnaire to the students (N=387). The data was analysed descriptively. It is found that: 1) The online learning caused boredness due to the monotonous tools used by the teacher, 3) The teachers perceive that gaming learning can help students learn the concept of the immune system, eventhough they have lack of understanding and experiences on adopting the gaming learning. 4) The students are ready to accept gaming learning and have adequate facilities to support the learning, and . 5) The adventure game is the type of game that students like the most. The findings should be considered in designing the gaming learning on immune system in the future research.

1.
R. B.
Dewantara
,
E.
Suarsini
,
R.
Lestari
, and
P.
Biologi
,
Analisis Kebutuhan Pengembangan Multimedia Interaktif Berbasis Problem Based Learning pada Materi Biologi SMA
.
J. Pendidik. Teor. Penelit. dan Pengemb.
, vol.
5
, no.
2
, pp.
175
179
(
2020
).
2.
R. Dian
Kurniawan
,
Pengembangan Media Computer Assisted Instruction (Cai) Berbasis Android Tentang Sistem Imun Pada Mata Pelajaran Biologi Kelas Xi Di Sma Negeri 1 Tarik Sidoarjo
.
J. Mhs. Teknol. Pendidik.
, vol.
6
, no.
3
, pp.
1
8
(
2015
).
3.
S. L.
Raimondi
,
lmmuneQuest : Assessment of a Video Game as a Supplement to an Undergraduate Immunology Course
.
Journal of Microbiology and Biology Education
, vol.
17
, no.
2
, pp.
237
245
(
2016
).
4.
NRC
,
Taking Science to School
. (
2007
).
5.
K.
Neumann
,
T.
Viering
,
W. J.
Boone
, and
H. E.
Fischer
,
Towards a learning progression of energy
.
J. Res. Sci. Teach.
, vol.
50
, no.
2
, pp.
162
188
(2013)
6.
A. N. U. R.
Kholifah
,
Y.
Rinanto
, and
M.
Ramli
,
Kajian Penerapan Model Guided Discovery Learning Disertai Concept Map Terhadap Pemahaman Konsep The Study Of Concept Understanding On Immune System Of Students Grade Xi Using Guided Discovery Learning Model With Concept Map. BIOPEDAGOGI
:
Jurnal Pembelajaran Biologi
, vol.
4
, no.
1
(
2015
).
7.
Utami
,
H. D.
,
Yuniastuti
,
A.
, &
Rudyatmi
,
E.
Efektivitas Model Pembelajaran Problem Based Learning dengan Assessment Portofolio pada Materi Sistem Imun
.
Journal of Biology Education
, vol.
7
, no.
2
, pp.
202
208
(
2018
).
8.
Kementerian Pendidikan dan
Kebudayaan
.
Surat Keputusan
no.
36962/MPK
. A/HK/2020 dated March 17, (
2020
).
9.
M.
Akbulut
and i.
University-cerrahpaşa
, “
More than a virus
:,” vol.
19
, pp.
30
42
, (
2020
).
10.
Puspita
,
A.
,
Kurniawan
,
A.D.
,
Hanum Mukti Rahayu. Pengembangan Media Pembelajaran Booklet pada Materi Sistem Imun terhadap Hasil Belajar Siswa Kelas XI SMAN 8 Pontianak
.
Jurnal Bioeducation
, vol.
4
, (
2017
).
11.
Jayanti
,
P.
,Hariani,
Dyah dan Nur
Kuswanti
.
Validitas dan Efektivitas LKS Berbasis Pembelajaran Aktif dengan Metode Bermain Peran pada Materi Sistem Imun
.
BioEdu
, vol.
6
, no.
1
, pp.
1
8
(
2017
).
12.
Wulandari
,
R. I.
,
Harlita
&
Nurmiyati
.
Pengembangan Media Pembelajaran Laboratorium Virtual Berbasis Discovery Learning Materi Sistem Imun Kelas XI MIPA. Media Penelitian Pendidikan: Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran
, vol.
14
, no.
1
, pp.
61
70
(
2017
).
13.
A.
Rasyid
and
A. A.
Gaffar
,
Pengembangan Aplikasi Mobile Learning Model Games ‘Antibody vs Antigen’ Menggunakan RPG Maker MV pada Pembelajaran Biologi Konsep Sistem Imun
,
Biodik
, vol.
5
, no.
3
, pp.
225
238
(
2019
).
14.
M. J.
Sousa
and Á.
Rocha, Leadership styles and skills developed through game-based learning
,
J. Bus. Res.
, vol.
94
, pp.
360
366
(
2019
),
15.
M. T.
Cheng
,
T.
Su
,
W. Y.
Huang
, and
J. H.
Chen
,
An educational game for learning human immunology: What do students learn and how do they perceive?
.
Br. J. Educ. Technol.
, vol.
45
, no.
5
, pp.
820
833
(
2014
).
16.
T. F.
Su
,
M. T.
Cheng
, and
S. H.
Lin
,
Investigating the effectiveness of an educational card game for learning how human immunology is regulated
.
CBE Life Sci. Educ.
, vol.
13
, no.
3
, pp.
504
515
(
2014
).
17.
S. L.
Elliott
,
Efficacy of Role Play in Concert with Lecture to Enhance Student Learning of Immunology
.
J. Microbiol. Biol. Educ.
, vol.
11
, no.
2
, pp.
113
118
(
2010
).
18.
R.
Radha
,
K.
Mahalakshmi
,
V. S.
Kumar
, and
A. R.
Saravanakumar
E-Learning during Lockdown of Covid-19 Pandemic : A Global Perspective
.
International Journal of Control and Automation
, vol.
13
, no.
4
, pp.
1088
1099
(
2020
).
19.
J. L.
Kobrin
,
S.
Larson
,
A.
Cromwell
, and
P.
Garza
,
A Framework for Evaluating Learning Progressions on Features Related to Their Intended Uses
.
J. Educ. Res. Pract.
, vol.
5
, no.
1
, pp.
58
73
(
2015
).
20.
K. L. M. C.
Neill
,
A Learning Progression for Scientific Argumentation : Understanding Student Work and Designing Supportive
, pp.
765
793
(
2010
).
21.
R. J.
Shavelson
,
Reflections on Learning Progressions
, (January
2012
).
22.
A.
Wulandari
,
Maridi
,
Sutarno
, and
M.
Ramli
, “
Learning progression on conceptual understanding of biology: A systematic review,” in
AIP Conf. Proc.
,
(American Institute
,
New York
,
2019
).
23.
J.
Groff
,
J.
Clarke-Midura
,
V. E.
Owen
,
L.
Rosenheck
, and
M.
Beall
,
Better Learning in Games, A Balanced Design Lens for a New Generation of Learning Games
, pp.
1
29
(
2013
),
24.
M. C. J.
Chen
and
S. C. S.
Chen
,
The use of serious games in science education : a review of selected empirical research from 2002 to 2013
.
J. Comput. Educ.
, no.
1
, (
2015
).
25.
A. I.
Starcic
and
E.
Cankarjeva
,
Educational technology for the inclusive classroom
.
TOJET: The Turkish Online Journal of Educational Technology
, vol.
9
, no.
3
, pp.
26
37
(
2010
).
26.
M. J.
Gruber
,
B. D.
Gelman
, and
C.
Ranganath
,
Article States of Curiosity Modulate Hippocampus-Dependent Learning via the Dopaminergic Circuit
.
Neuron
, pp.
1
11
(
2014
).
27.
V.
Guillén-nieto
and
M.
Aleson-carbonell
,
Computers & Education Serious games and learning effectiveness : The case of lt ' s a Deal !
.
Comput. Educ.
, vol.
58
, no.
1
, pp.
435
448
(
2012
).
28.
B.
Huang
,
K. F.
Hew
, and
C. K.
Lo
,
Investigating the effects of gamification-enhanced flipped learning on undergraduate students ’ behavioral and cognitive engagement
.
Interact. Learn. Environ.
, vol.
0
, no.
0
, pp. 1– 21 (
2018
).
29.
P.
Clements
,
J.
Pesner
, and
J.
Shepherd
, “
The teaching of immunology using educational: Gaming paradigms
,” in
Proc. 47th Annu. Southeast Reg. Conf. ACM-SE
47
, (
2009
).
30.
T.
Su
, . Cheng, and
S.
Lin
,
Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated
.
Life Sciences Education
, vol.
13
, pp.
504
515
(
2014
).
31.
A.
Rasyid
and
A.
Arif
,
"Pengembangan Media Pembelajaran Berbantuan Game Android Untuk Meningkatkan Kemampuan Berpikir Kritis Siswa," in
Prosiding Seminar Nasional Pascasarjana (Prosnampas
), (
Universitas Negeri Semarang
,
Semarang
,
2019
), pp.
910
916
.
32.
M.
Prensky
,
Digital Game-based Learning Prensky
.
Games2train
, vol.
1
, no.
1
, pp.
1
4
(
2003
).
33.
K.
Squire
and
K.
Squire
,
From Content to Context : Videogames as Designed Experience
.
Educational Researcher
, vol.
35
, iss.
8
, pp.
19
29
(
2006
).
34.
M.-T.
Cheng
,
J.-H.
Chen
,
S.-J.
Chu
, and
S.-Y.
Chen
,
The use of serious games in science education: a review of selected empirical research from 2002 to 2013
.
J. Comput. Educ.
, vol.
2
, no.
3
, pp.
353
375
(
2015
).
35.
M.
Pivec
,
Editorial: Play and learn: Potentials of game-based learning
.
Br. J. Educ. Technol.
, vol.
38
, no.
3
, pp.
387
393
(
2007
).
36.
P. J. C.
Adachi
and
T.
Willoughby
,
Do Video Games Promote Positive Youth Development?
.
Journal of Adolescent Research
, vol.
28
, iss.
2
, pp.
155
165
(
2013
).
This content is only available via PDF.
You do not currently have access to this content.