{"title":"将《追字墙迷宫》游戏化,作为基于 STEM 的学习媒体,提高学生的创造性思维能力","authors":"Khuldiana Azizah Fauziyati","doi":"10.30595/rissej.v1i1.13","DOIUrl":null,"url":null,"abstract":"This study aims to determine the influence of Wordwall Maze Chase gamification as a STEM-based digital learning medium on improving students' creative thinking skills. This research uses a quantitative type of research. The study subjects were grade 5 elementary school students; as many as 31 respondents were selected with purposive sampling techniques. The data collection instrument uses an online questionnaire via a google forms link. The Pearson's correlation test showed that STEM-based Wordwall Maze Chase gamification learning media affected students' creative thinking skills by 0.926, which means it has a perfect correlation. Based on research in the field, using Wordwall Maze Chase gamification media has problems with cellphone performance and student screen resolution; the smaller the screen, the smaller the display of images and writing is also tiny. Learning using STEM-based Wordwall Maze Chase gamification media can be implemented in science, language, social science, and mathematics learning materials.","PeriodicalId":508335,"journal":{"name":"Research and Innovation in Social Science Education Journal (RISSEJ)","volume":"177 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification of Wordwall Maze Chase as a STEM-Based Learning Media to Improve Students' Creative Thinking Skills\",\"authors\":\"Khuldiana Azizah Fauziyati\",\"doi\":\"10.30595/rissej.v1i1.13\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to determine the influence of Wordwall Maze Chase gamification as a STEM-based digital learning medium on improving students' creative thinking skills. This research uses a quantitative type of research. The study subjects were grade 5 elementary school students; as many as 31 respondents were selected with purposive sampling techniques. The data collection instrument uses an online questionnaire via a google forms link. The Pearson's correlation test showed that STEM-based Wordwall Maze Chase gamification learning media affected students' creative thinking skills by 0.926, which means it has a perfect correlation. Based on research in the field, using Wordwall Maze Chase gamification media has problems with cellphone performance and student screen resolution; the smaller the screen, the smaller the display of images and writing is also tiny. Learning using STEM-based Wordwall Maze Chase gamification media can be implemented in science, language, social science, and mathematics learning materials.\",\"PeriodicalId\":508335,\"journal\":{\"name\":\"Research and Innovation in Social Science Education Journal (RISSEJ)\",\"volume\":\"177 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Research and Innovation in Social Science Education Journal (RISSEJ)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.30595/rissej.v1i1.13\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Research and Innovation in Social Science Education Journal (RISSEJ)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30595/rissej.v1i1.13","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification of Wordwall Maze Chase as a STEM-Based Learning Media to Improve Students' Creative Thinking Skills
This study aims to determine the influence of Wordwall Maze Chase gamification as a STEM-based digital learning medium on improving students' creative thinking skills. This research uses a quantitative type of research. The study subjects were grade 5 elementary school students; as many as 31 respondents were selected with purposive sampling techniques. The data collection instrument uses an online questionnaire via a google forms link. The Pearson's correlation test showed that STEM-based Wordwall Maze Chase gamification learning media affected students' creative thinking skills by 0.926, which means it has a perfect correlation. Based on research in the field, using Wordwall Maze Chase gamification media has problems with cellphone performance and student screen resolution; the smaller the screen, the smaller the display of images and writing is also tiny. Learning using STEM-based Wordwall Maze Chase gamification media can be implemented in science, language, social science, and mathematics learning materials.