Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students

  • Nisaul Barokati Seliro Wangi Universitas Islam Darul Ulum Lamongan
  • Muh Barid Nizarudin Wajdi STAI Miftahul Ula Nganjuk
Keywords: gamification, soft skills, STEM, learning, students

Abstract

This study aims to investigate the effectiveness of gamification in developing soft skills and STEM (science, technology, engineering, and mathematics) among students. The background of this study is the low interest and achievement of students in STEM fields, as well as the lack of 21st century skills, such as creativity, collaboration, communication, and problem-solving, that are needed in the digital era. This study uses an experimental method with a pretest-posttest control group design. The sample of this study is grade X students from three public high schools in Lamongan, namely SMA Negeri 2 Lamongan, SMAN  1 Sukodadi, And SMA Negeri 1 Babat, who are divided into two groups, namely the experimental group that receives learning with gamification, and the control group that receives regular learning. The instruments of this study are STEM ability tests and soft skill questionnaires compiled based on predetermined indicators. This study produces findings that there are significant differences between the experimental and control groups regarding STEM ability and soft skills. The experimental group shows higher improvement than the control group. This indicates that gamification can be an effective strategy for developing soft skills and STEM among students. This study contributes to developing the theory and practice of gamification in education, especially in STEM fields. This study also provides suggestions for teachers, schools, and future researchers.

Downloads

Download data is not yet available.

References

Ahdhianto, E., Putra, Y. D., Thohir, M. A., & Mas’Ula, S. (2021). MBCL (metacognition based contextual learning)-based e-module development for elementary school students. Proceedings - 2021 7th International Conference on Education and Technology, ICET 2021, 194–198. https://doi.org/10.1109/ICET53279.2021.9575119
Ali, S. R. (2019). View of The Effect of Motivation in Organizations. INTERNATIONAL JOURNAL OF SOCIAL SCIENCE AND HUMANITIES RESEARCH.
Almulla, M. A. (2019). The Efficacy of Employing Problem-Based Learning (PBL) Approach as a Method of Facilitating Students’ Achievement. IEEE Access. https://doi.org/10.1109/ACCESS.2019.2945811
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79.
Çeker, E., & Özdaml, F. (2017). What" Gamification" Is and What It’s Not. European Journal of Contemporary Education, 6(2), 221–228.
Corcoran, R. P. (2017). Preparing Principals to Improve Student Achievement. Child and Youth Care Forum, 46(5), 769–781. https://doi.org/10.1007/s10566-017-9399-9
De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74–84.
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020
English, L. D. (2016). STEM education K-12: perspectives on integration. In International Journal of STEM Education. https://doi.org/10.1186/s40594-016-0036-1
Felder, R. M., & Brent, R. (2016). Teaching and learning STEM: A practical guide. John Wiley & Sons.
Firdaus, S., & Hamdu, G. (2020). Pengembangan Mobile Learning Video Pembelajaran Berbasis STEM (Science, Technology, Engineering And Mathematics) Di Sekolah Dasar. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran. https://doi.org/10.17977/um031v7i22020p066
Fraillon, J., Ainley, J., Schulz, W., Friedman, T., & Duckworth, D. (2020). Preparing for life in a digital world: IEA international computer and information literacy study 2018 international report. Springer Nature.
He, X., Li, T., Turel, O., Kuang, Y., Zhao, H., & He, Q. (2021). The Impact of STEM Education on Mathematical Development in Children Aged 5-6 Years. International Journal of Educational Research. https://doi.org/10.1016/j.ijer.2021.101795
Ibáñez, M.-B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123.
Interview. (2020). Interview.
Joynes, C., Rossignoli, S., & Amonoo-Kuofi, E. F. (2019). 21st Century Skills: evidence of issues in definition, demand, and delivery for development contexts.
Kam, A. H., & Umar, I. N. (2018). Fostering authentic learning motivations through gamification: A self-determination theory (SDT) approach. J. Eng. Sci. Technol, 13, 1–9.
Keeley, B., & Little, C. (2017). The State of the Worlds Children 2017: Children in a Digital World. ERIC.
LaForce, M., Noble, E., & Blackwell, C. (2017). Problem-based learning (PBL) and student interest in STEM careers: The roles of motivation and ability beliefs. Education Sciences, 7(4), 92.
Lapek, J. (2018). Promoting 21st century skills in problem-based learning environments. CTETE-Research Monograph Series, 1(1), 66–85.
Legault, L. (2020). Intrinsic and extrinsic motivation. Encyclopedia of Personality and Individual Differences, 2416–2419.
Liu, Z.-Y., Shaikh, Z., & Gazizova, F. (2020). Using the concept of game-based learning in education. International Journal of Emerging Technologies in Learning (IJET), 15(14), 53–64.
Locke, E. A., & Schattke, K. (2019). Intrinsic and extrinsic motivation: Time for expansion and clarification. Motivation Science, 5(4), 277.
Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018.
Malik, R. S. (2018). Educational challenges in 21st century and sustainable development. Journal of Sustainable Development Education and Research, 2(1), 9–20.
Muhid, A., Dewi, Y. A. S., Aziz, I. N., Labib Al Halim, M., & Wajdi, M. B. N. (2020). Improving Islamic elementary students’ reading comprehension skill through survey, question, read, recite, review (SQ3R) strategy. International Journal of Psychosocial Rehabilitation, 24(7), 9589–9598. https://doi.org/10.37200/IJPR/V24I7/PR270961
Mutakinati, L., Anwari, I., & Kumano, Y. (2018). Analysis of students' critical thinking skill of middle school through stem education project-based learning. Jurnal Pendidikan IPA Indonesia, 7(1), 54–65.
Ortiz Rojas, M. E., Chiluiza, K., & Valcke, M. (2016). Gamification in higher education and stem: A systematic review of literature. 8th International Conference on Education and New Learning Technologies (EDULEARN), 6548–6558.
Redecker, C., & Punie, Y. (2017). Digital Competence of Educators. Edited by Yves Punie.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112.
Santangelo, J., Hobbie, L., Lee, J., Pullin, M., Villa-Cuesta, E., & Hyslop, A. (2021). The (STEM)2 Network: a multi-institution, multidisciplinary approach to transforming undergraduate STEM education. International Journal of STEM Education. https://doi.org/10.1186/s40594-020-00262-z
Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31–48.
Setiawan, N. C. E., Sutrisno, S., Munzil, M., & Danar, D. (2020). Pengenalan STEM (Science, Technology, Engineering, and Mathematics) dan Pengembangan Rancangan Pembelajarannya untuk Merintis Pembelajaran Kimia dengan Sistem SKS di Kota Madiun. Lumbung Inovasi: Jurnal Pengabdian Kepada Masyarakat. https://doi.org/10.36312/linov.v5i2.465
Sheninger, E. (2019). Digital leadership: Changing paradigms for changing times. Corwin Press.
Sistermans, I. J. (2020). Integrating competency-based education with a case-based or problem-based learning approach in online health sciences. In Asia Pacific Education Review. https://doi.org/10.1007/s12564-020-09658-6
Su, C.-H. (2019). THE EFFECT OF USERS’ BEHAVIORAL INTENTION ON GAMIFICATION AUGMENTED REALITY IN STEM (GAR-STEM) EDUCATION. Journal of Baltic Science Education, 18(3), 450–465.
Suh, A., Wagner, C., & Liu, L. (2018). Enhancing user engagement through gamification. Journal of Computer Information Systems, 58(3), 204–213.
SUWARDI, S. (2021). STEM (SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS) INOVASI DALAM PEMBELAJARAN VOKASI ERA MERDEKA BELAJAR ABAD 21. PAEDAGOGY : Jurnal Ilmu Pendidikan Dan Psikologi. https://doi.org/10.51878/paedagogy.v1i1.337
Syahirah, M., Anwar, L., & Holiwarni, B. (2020). Pengembangan Modul Berbasis STEM (Science, Technology, Engineering And Mathematics) Pada Pokok Bahasan Elektrokimia. Jurnal Pijar Mipa. https://doi.org/10.29303/jpm.v15i4.1602
Timms, M. J., Moyle, K., Weldon, P. R., & Mitchell, P. (2018). Challenges in STEM learning in Australian schools: Literature and policy review.
Tsai, Y., & Tsai, C. (2020). A meta‐analysis of research on digital game‐based science learning. Journal of Computer Assisted Learning, 36(3), 280–294.
Valdez, J. E., & Bungihan, M. E. (2019). Problem-based learning approach enhances the problem solving skills in chemistry of high school students. Journal of Technology and Science Education. https://doi.org/10.3926/JOTSE.631
Venter, M. (2020). Gamification in STEM programming courses: State of the art. 2020 IEEE Global Engineering Education Conference (EDUCON), 859–866.
Wang, A. I., Wu, B., Burgos, D., Moreno-ger, P., Sierra, J. L., Fernandez-Manjon, B., Specht, M., Koper, R., Kortmann, R., Harteveld, C., Sisler, V., Brom, C., Acca, D. V. S., Aicwa, R. V, Wu, B., Wang, A. I., Costikyan, G., Barjis, J., Gupta, A., … Zyda, M. (2010). Introduction to gamification. In International Journal of Computer Games Technology. https://doi.org/10.1109/FIE.2010.5673327
Wangi, N. B. S., Wangi, N. B. S., Halim, P., Badruddin, S., Maulamin, T., Setiawan, M. I., Wajdi, M. B. N., Mahatmaharti, A. K., Heriyawati, D. F., & Simarmata, J. (2018). Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness. International Journal of Engineering & Technology, 7(3.6), 429–431. https://doi.org/10.14419/ijet.v7i3.6.17487
Wangid, M. N., Putra, C. A., & Rudyanto, H. E. (2021). The Science-Math Stories Based on Digital Learning: Digital Literacy Innovation in Increasing Ability to Solve Problems. International Journal of Emerging Technologies in Learning. https://doi.org/10.3991/ijet.v16i09.22039
Wu, Y.-T., & Anderson, O. R. (2015). Technology-enhanced stem (science, technology, engineering, and mathematics) education. Journal of Computers in Education. https://doi.org/10.1007/s40692-015-0041-2
Published
2022-06-28
How to Cite
Seliro Wangi, N., & Wajdi, M. (2022). Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students. QALAMUNA: Jurnal Pendidikan, Sosial, Dan Agama, 14(1), 663-676. https://doi.org/10.37680/qalamuna.v14i1.4650
Abstract views: 119 , PDF downloads: 50