{"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":null,"pages":null},"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}
引用次数: 0
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.