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

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 sk...

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Main Authors: Nisaul Barokati Seliro Wangi, Muh Barid Nizarudin Wajdi
Format: Article
Language:English
Published: Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo 2022-06-01
Series:Qalamuna
Subjects:
Online Access:https://ejournal.insuriponorogo.ac.id/index.php/qalamuna/article/view/4650
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author Nisaul Barokati Seliro Wangi
Muh Barid Nizarudin Wajdi
author_facet Nisaul Barokati Seliro Wangi
Muh Barid Nizarudin Wajdi
author_sort Nisaul Barokati Seliro Wangi
collection DOAJ
description 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.
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spelling doaj.art-969f92620305455781c35ed7fc6c880a2024-02-04T03:44:11ZengLembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri PonorogoQalamuna1907-63552656-97792022-06-0114110.37680/qalamuna.v14i1.4650Gamification: An Effective Strategy for Developing Soft Skills and STEM in StudentsNisaul Barokati Seliro Wangi0Muh Barid Nizarudin Wajdi1Universitas Islam Darul Ulum LamonganSTAI Miftahul Ula Nganjuk 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. https://ejournal.insuriponorogo.ac.id/index.php/qalamuna/article/view/4650gamificationsoft skillsSTEMlearningstudents
spellingShingle Nisaul Barokati Seliro Wangi
Muh Barid Nizarudin Wajdi
Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students
Qalamuna
gamification
soft skills
STEM
learning
students
title Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students
title_full Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students
title_fullStr Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students
title_full_unstemmed Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students
title_short Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students
title_sort gamification an effective strategy for developing soft skills and stem in students
topic gamification
soft skills
STEM
learning
students
url https://ejournal.insuriponorogo.ac.id/index.php/qalamuna/article/view/4650
work_keys_str_mv AT nisaulbarokatiselirowangi gamificationaneffectivestrategyfordevelopingsoftskillsandsteminstudents
AT muhbaridnizarudinwajdi gamificationaneffectivestrategyfordevelopingsoftskillsandsteminstudents