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The document discusses a study on the effectiveness of educational games on post-pandemic learning. The study examined the use of the E-CrowdWar educational game with high school students in Indonesia. 100 students in Blitar and 100 in Kediri used the game during classroom activities. Pre- and post-tests showed that using the game significantly improved student learning outcomes in both economic topics and 21st century skills, though Kediri students scored slightly higher. The researchers concluded that gam
- Author
- HUI JIUN LEE
- Language
- EN