Novia Novia
Universitas Pendidikan Indonesia

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Hot Topics and Frontier Evolution of Game In Stem Learning Research: A Bibliometric Mapping from 2002 to 2022 Novia Novia; Riandi Riandi; Anna Permanasari; Ida Kaniawati
Jurnal Inspirasi Pendidikan Vol 12 No 2 (2022): Agustus 2022
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.835 KB) | DOI: 10.21067/jip.v12i2.7451

Abstract

The aim of the present study is to explore the evolving trend of research directions in the field of game in STEM learning. This research uses Scopus search analysis, Microsoft Excel software, and VOS viewer software. Based on 1489 articles (488 selected documents) selected from Scopus indexed journals, co-authorship, co-citation, co-occurrence, cluster, and content analysis were conducted. The results of the quantitative analysis showed that hugely important work on games of STEM education, namely computer game and digital game base learning. The literature on games in STEM education has explored fourteen hot themes during the last couple of decades: STEM, digital game, active learning, game based learning,  game, project based learning, serious game, creative self efficacy, teaching concept, learning content, industri 4.0, STEM activities, game element, and  interactive learning environment. The bibliometric study conducted gives a thorough and complete picture of STEM education research that may be valuable for scholars interested in furthering future understanding in this field.
Tren penelitian educational game untuk peningkatan kreativitas siswa: Sebuah systematic review dari literatur Novia Novia; Anna Permanasari; Riandi Riandi; Ida Kaniawati
Jurnal Inovasi Pendidikan IPA Vol 6, No 2: October 2020
Publisher : Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jipi.v6i2.38419

Abstract

Paper ini memetakan berbagai perspektif tentang game edukasi dan pengaruhnya terhadap kreativitas serta menyatukan pemikiran terbaru di bidang ini. Tujuan utama penelitian ini adalah untuk mengetahui apakah penggunaan teknologi berupa educational game dapat meningkatkan kreativitas siswa dalam pembelajaran di kelas. Tinjauan Sistematis ini menggunakan 20 publikasi yang berasal indexed journal antara tahun 2011 hingga 2020 untuk menyoroti fokus bidang penelitian ini. Metode yang digunakan dalam penelitian ini adalah systematic review dengan pedoman Kitchenham terhadap studi penggunaan educational game untuk meningkatkan kreativitas siswa. Hasil penelitian ini menunjukkan bahwa penggunaan educational game memiliki efek aktif dalam memperkuat pemikiran kreatif siswa. Studi ini memberikan saran tentang bagaimanakah metode untuk meningkatkan kreativitas, memotivasi, dan meningkatkan hasil belajar serta mendemonstrasikan pembelajaran dengan educational game. Studi ini memberikan sebuah pandangan untuk peneliti, desainer game, pengembang di bidang educational game dan kreativitas. Research trend on the educational game to improve students’ creativity: A systematic review of literature  AbstractThis paper maps different perspectives on educational games and their impact on creativity and brings together the latest thinking in this area. The main objective of this study was to determine whether the use of technology in the form of educational games could increase student creativity in classroom learning. This Systematic Review uses 20 publications from indexed journals between 2011 and 2020 to highlight the focus of this research area. The method used in this study is a systematic review of Kitchenham's guidelines on the study of the use of educational games to increase student creativity. The results of this study indicate that the use of educational games has an active effect in strengthening students' creative thinking. This study provides suggestions on how to increase creativity, motivate, and improve learning outcomes as well as demonstrate learning with educational games. This study provides a view for researchers, game designers, developers in the fields of educational games and creativity.