ENHANCING THE AWARENESS OF FARMERSâ TOWARDS MECHANIZATION ADOPTION THROUGH GAME-BASED LEARNING (CASE STUDY: SRI RAHAYU 3 KONGSIJAYA GROUP)
Rice is the most popular commodities in Indonesia. 90% of rice producers are small-holder farmers which mainly live in rural area with lack of knowledge and awareness towards the adoption of agricultural technology. The problem was founded from a group of farmers in district Kongsijaya, Widasari, In...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/45323 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Rice is the most popular commodities in Indonesia. 90% of rice producers are small-holder farmers which mainly live in rural area with lack of knowledge and awareness towards the adoption of agricultural technology. The problem was founded from a group of farmers in district Kongsijaya, Widasari, Indramayu, where there are two techniques applied: using agricultural technology and conventional. It results differently and affects the capability to fulfill the demand of unhulled rice. To enhance the awareness of how important to use mechanization, game-based learning is the method that will be used as the treatment. Game-based learning is a type of game play with defined learning outcomes that is also has many types; one of them is instructional board-game. This research aims to propose a suitable game for the farmers, to examine the farmers’ attitude towards mechanization method adoption by doing a pretest and post-test questionnaires, also expected to test the effectiveness of the gamified treatment and later on it would test the cluster analysis based on the farmers’ background to determine what learning approach is suitable for each cluster. This study used qualitative methods where the qualitative approach was used to obtain data for developing the game and to examine the pre and post-test by describing the results. As the final game form, it was created as a competition board game. After the board game was finalized, the researchers conducted the treatment after pretest questionnaire was done, continued to answering the posttest questionnaire after the treatment. 18 farmers attended the gamification treatment and their questionnaire results were used to answer the research question. As the results, the game-based treatment was proven to have significance difference with the adoption of mechanization method. In addition, 2 clusters are determined from the involved farmers. The first cluster of farmers seems to have its size that have younger age, higher educational background and scored higher in the attitudes of using mechanization method on average. In otherwise, the second cluster of farmers have its member whose older in average, lower educational level also have lower scores in their attitudes toward the adoption on average. Further, these clusters answered on how to approach different farmers based on their background. As the results, the farmers in the first cluster can be approached by using pedagogical– based approach, while the second cluster is suitable with andragogical–based approach. |
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