Interactivity in E-Sport Future Learning from the Choices and Attributes

Interactivity in E-Sport Future Learning from the Choices and Attributes

REVIEW OF INTERNATIONAL GEOGRAPHICAL EDUCATION ISSN: 2146-0353 ● © RIGEO ● 11(4), WINTER, 2021 www.rigeo.org Research Article Interactivity in E-Sport Future Learning from the Choices and Attributes Perspectives of Online News Rustono Farady Marta1 Joshua Fernando2 Master’s Degree of Communication Science, Faculty of Communication Science, Universitas Mpu Universitas Bunda Mulia Tantular [email protected] [email protected] 3 Angelia Sampurna Jesus Rafael Boado Jarata4 Communication Science Department, Universitas Don Mariano Marcos Memorial State University Bunda Mulia [email protected] [email protected] Kenn Lazuardhi Syarnubi5 ter’s Degree of Communication Science, Universitas Bunda Mulia [email protected] Abstract The development of E-Sport is no longer just for leisure and entertainment. It has already developed into a world-class competition. Hence, is not surprising that the presence of E-Sport has slowly penetrated the field of education—promising a holistic human being who can compete in the global arena. Several schools and colleges in Indonesia have provided E-Sport learning curricula. SMA 1 PSKD Jakarta is the first school in Indonesia to pioneer the E-Sport learning since the 2016-2017 school year. In the Philippines, the first E-sports college degree is now in the works, and is expected to be offered in the third quarter of this year. E-Sport is considered as a digital-based game that brings interaction between students in utilizing technology from various disciplines. This has been highlighted by three different national online news media in Indonesia, namely CNN Indonesia, iNews, Detikcom; and one media outfit in the Philippines, GMA News. This research aims to see the effect of E-Sport as an interactive medium of the four media agencies using the Framing Choices and Attributes method by Levin, Schneider, & Gaeth, then analyzed with the perspective of Theory of Interactive Media Effect (TIME). The results of this study indicate that it can also be concluded, there are similarities in framing information regarding positive aspects of E-Sport, which aims to build interactivity between students and teachers, both in terms of modality (or medium), message, and source effects that lead to user engagement with E-Sport future learning itself. Keywords E-sport learning; framing choices and attributes; online news; theory of interactive media effect To cite this article: Marta, R, F.; Fernando, J.; Sampurna, A, Jarata, J, R and Syarnubi, K, L. (2021) Interactivity in E- Sport Future Learning from the Choices and Attributes Perspectives of Online News. Review of International Geographical Education (RIGEO), 11(4), 1192-1202. doi: 10.48047/rigeo.11.04.114 Submitted: 16-03-2021 ● Revised: 17-04-2021 ● Accepted: 18-05-2021 Marta, R, F.; Fernando, J.; Sampurna, A, Jarata, J, R and Syarnubi, K, L. (2021) Interactivity in E-Sport Future ….. Introduction Advances in technology not only make it easier for humans but become a good means of entertainment so that it is profitable (Nurrahmi et al., 2018). Being in front of the computer and playing video games is not the first thing that comes to mind about athletes. Conversely, the description of someone who may be physically unfit and lack athletic ability is usually an associated stereotype. Thiel & John, (2018) explained that over time, there has been a change in perspective on E-Sport. E-Sport is an abbreviation of Electronic Sport, electronics means something that works using many small components, especially microchips and transistors that control electric currents and Sport means physical activity and dexterity carried out by individuals or groups fighting over individuals or groups for entertainment (Kurniawan, 2020). Technological development era today is a very important source of information for organizations (Marta et al., 2019). The development of technology seems to be a good medium, especially for the growing development of the E-Sport industry (Kristiyono & Sirikit, 2019). On the other hand, E-Sport became very popular; such that it could be part of the 2024 Olympics. There is a wide variety of competitive electronic games; Among the most well-known formats are League of Legends, DOTA 2, Counter- Strike: Global Attack, StarCraft II, FIFA, Overwatch, Heroes of the Storm, NBA2KX, Rocket League, Call of Duty, to name just a few. E-Sport can be defined as an organized competitive game. E- Sport video game can be defined as an electronic sport where there are organized and organized video game competition activities, especially for professional gamers. It becomes important when professional gamers understand data security so that science in the field of E- sports is considered very important (Marta et al., 2019). Security can also make data protected so that reliable gamers not only know about playing but know other components (Rahim et al., 2019). In Indonesia, E-Sport has developed sufficiently, as evidenced by the existence of several national and international tournaments held in various places and the recognition of the Indonesian E- Sports Association (IeSPA) as the organizer of Indonesian E-Sports in 2014, which also explained the development of this sport in Indonesia. Several schools make E-Sport one of the learning subject in their schools. In some educational institutions, it appears to have a conceptual framework for E-Sport labeling. With nuance, they all view E-Sports through two criteria: technology specificity (computers, cyberspace, electronics) and advanced competition (athletics, professionalism, sport). These criteria are directly connected to the culture of video games so that E-Sport is known as "an extension of the game" (Karhulahti, 2017). Figure 1. E-Sport Competition Source: (Olavia & Hidayat, 2020) Education is a fundamental need, so education can be a means to create a good E-Sport community (Chinmi & Marta, 2020). One school that has E-Sport as one of its learning subject is SMA 1 PSKD. The learning subject is a description of the materials presented in learning. It is also a very important component in an education system. All formal education in Indonesia is regulated nationally within the scope of the ministry (Simorangkir et al., 2019). The learning is a tool to achieve educational goals as well as a guide in the implementation of teaching at all types and levels of education. Thaib & Siswanto, (2015) argue that the ideal learning is adaptive to the times and science and technology. Through information, communication and technology (ICT) will stimulate an increase in one's capabilities (Tannady et al., 2020). The goal is that educational outcomes have the ability that is relevant to user needs and the challenges of the times (Prastowo, 2018). Good moral cultivation is also needed by students in understanding technology (Sudarsana et al., 1193 © RIGEO ● Review of International Geographical Education 11(4), WINTER, 2021 2020). Students nowadays are a generation that is very responsive in responding to technological developments. Indeed, in terms of education and online games when juxtaposed with one another there are many pros and cons. The contra argues that the stigma that exists in society is that children often play games, so they tend to forget or ignore their education as a priority. Many parents often scold their children when playing games, so their children often hide themselves just to entertain themselves with games. Besides, many incidents of child crime can be exposed to social media for playing online games (Waldi & Irwan, 2018). In the Philippines, the gaming agency that collaborated with the Lyceum of the Philippines University to develop a curriculum for E-Sports clarified that it is not designed to develop professional players amid criticism—and that the baccalaureate degree is for those who will work on the backend operations of E-Sports. Tier One Entertainment expected that the E-Sports industry will become a 1.5 billion pesos industry by 2023—around the same period that the first potential graduates of the baccalaureate degree in the Philippines will enter as professionals in the market (Malasig, 2020). Nine universities and colleges offer only game development degree program in the Philippines. The offering of LPU makes it the first school to offer such unique college degree. Theory of Interactive Media Effect in analyzing the online news media is used in this research.Theory of Interactive Media Effect (TIME) has a starting point regarding the ability to adapt to learning communication technology. The starting point of TIME is the ability offered by the communication media. It is usually an interface feature related to media technology rather than communication sources or content. TIME predicts that capabilities can influence user psychology in two different ways namely triggering action on the part of the user and/or by serving as cues of symbolic representation on the interface. The main requirement for TIME is that it has a psychological correlation, an important role as a mediator between the actions provided by the interface and the user engagement with the content offered by the interface. This cost-driven engagement serves to moderate the effect of media content on users' knowledge, attitudes, and behavior (Sundar et al., 2015). The ability of the media in framing the process of communication psychology skills using this technology is a consideration for how the media is able to convey information about the process of implementing E-Sport learning at SMA PSKD 1 Jakarta and Lyceum of the Philippines University where the communication process involves education, individuals, and technology. The point of view of a phenomenon becomes more interesting when digital media packaging content (Marta et al., 2020). Furthermore, the communication process is packaged attractively and shaped by the media in reporting an event. The mass media selects what issues to display and remove so that framing is the most important part of the mass media because it will influence the audience to interpret the problems expressed by the mass media (Kurniasari & Aji, 2018).

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