Angger Saloko, Aim Abdulkarim, S. Sapriya, Kokom Komalasari, Andi Lala, Yuyut Prayuti
This study aims to develop an experiential learning model based on anti-corruption values through behavioral reinforcement activities using the digital game “mau dibantu?" in purposeful behavior modification. The research method used is research & development. To test the effectiveness of using digital games, an n-gain analysis was conducted by comparing the pre-test and post-test values. The results obtained were a significant increase in test scores. This is because the digital game “mau dibantu?" provides additional material on understanding anti-corruption moral values and has met the important characteristics of a game that can strengthen student behavior. The digital game “mau dibantu?" is effectively used in behavioral reinforcement activities. Thus, it is possible to add syntax in the development of the experiential learning model which is a novelty in this study. © School of Engineering, Taylor’s University.
Universitas Pendidikan Indonesia, Bandung, Indonesia; Universitas Islam Nusantara, Bandung, Indonesia; Institut Teknologi Petroleum Balongan, Indramayu, Indonesia
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