Gamification of Wordwall Maze Chase as a STEM-Based Learning Media to Improve Students' Creative Thinking Skills

Khuldiana Azizah Fauziyati
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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.
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
本研究旨在确定 "单词墙迷宫大通关 "游戏化作为一种基于 STEM 的数字化学习媒介对提高学生创造性思维能力的影响。本研究采用定量研究方法。研究对象为五年级小学生,采用目的性抽样技术选取了多达 31 名受访者。数据收集工具是通过谷歌表格链接进行的在线问卷调查。皮尔逊相关检验表明,基于STEM的《文字墙迷宫大通关》游戏化学习媒体对学生创造性思维能力的影响为0.926,即具有完全相关性。根据该领域的研究,使用 Wordwall Maze Chase 游戏化媒体在手机性能和学生屏幕分辨率方面存在问题;屏幕越小,图像和文字的显示也就越小。利用基于 STEM 的《文字墙迷宫大通关》游戏化媒体进行学习,可以在科学、语言、社会科学和数学学习材料中实施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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