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The Impact of STEM-EfSD Games on Enhancing Students' Creative Thinking and Environmental Literacy
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- Author(s): Winarto (ORCID Winarto (ORCID 0000-0001-5029-5327); Dadan Rosana (ORCID Dadan Rosana (ORCID 0000-0003-4987-7420); Widodo Setiyo Wibowo (ORCID Widodo Setiyo Wibowo (ORCID 0000-0002-9774-5548); Dita Puji Rahayu (ORCID Dita Puji Rahayu (ORCID 0000-0003-3274-8374); Pramudya Wahyu Pradana (ORCID Pramudya Wahyu Pradana (ORCID 0000-0002-1005-1448); Galih Albarra Shidiq (ORCID Galih Albarra Shidiq (ORCID 0000-0002-4889-5419)
- Language:
English
- Source:
European Journal of STEM Education. 2025 10(1).
- Publication Date:
2025
- Document Type:
Journal Articles
Reports - Research
- Additional Information
- Availability:
Lectito Journals. Wassenaarseweb 20, 2596 CH, The Hague, The Netherlands. Tel: 31-70-2190600; e-mail: info@lectitojournals.com; Web site: http://www.lectitopublishing.nl
- Peer Reviewed:
Y
- Source:
9
- Education Level:
Elementary Education
Grade 7
Junior High Schools
Middle Schools
Secondary Education
- Subject Terms:
- Subject Terms:
- ISSN:
2468-1954
2468-4368
- Abstract:
The issue of environmental pollution in urban areas is becoming more prevalent. Students require the implementation of environmental education. The purpose of this study is to analyze the impact of STEM-EfSD games on improving creative thinking and environmental literacy. We employed a quasi-experimental one-group pretest-posttest design as the research method. One class consisted of 32 grade 7 students from the Yogyakarta school who participated in this study. The study employed creative thinking tests and environmental literacy questionnaires as data collection techniques, along with data analysis methods such as the paired t-test, Wilcoxon test, and effect size analysis. The results of the Wilcoxon analysis for creative thinking ability show a p-value of <0.001, which is certainly <0.05. This indicates a significant difference in the creative thinking abilities of students before and after the intervention with game-based STEM-EfSD learning. In a manner akin to creative thinking skills (Suryani et al., 2025), the paired sample t-test analysis of environmental literacy data revealed a p-value of 0.013, which is less than 0.05. This indicates a significant difference in the measurement results before and after the learning process. This study revealed variations in creative thinking and environmental literacy among students who engaged with games compared to those who did not. The findings of this study indicate that STEM-EfSD game media enhances students' creative thinking and environmental literacy skills. The skills developed here influence the environmental education within the school system by incorporating games that leverage the insights from this study.
- Abstract:
As Provided
- Publication Date:
2025
- Accession Number:
EJ1491165
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