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The Effect of Virtual Reality Game Based Learning to Enhance STEM Literacy in Energy Concepts

Jurnal Pendidikan IPA Indonesia · Vol. 12 No. 4 (2023) · pp. 648–657

DOI
10.15294/jpii.v12i4.48265
ISSN
2089-4392, 2339-1286
Published
2023-12-29
Publisher
Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)
Language
eng

Abstract

STEM literacy is a competency that students must have in the 21st century. The aim of this research is to analyze the effectiveness of Virtual Reality-Game based Learning (VRGBL) to enhance junior high school students' STEM literacy. This research is Quasi Experimental Design. The sample for this research was students at Junior High School Class VIII G (experimental class) and Class VIII H (control class) of SMP Negeri 27 Semarang for academic year 2023/2024 odd semester period. The data analysis of this research was focused on the effect of VRGBL on students' STEM Literacy on energy concept. The result of the study shows that STEM literacy for 8th-grade students consists of four components: science literacy, technology literacy, engineering literacy, and mathematic literacy. The results revealed that there is a significant different between the control and experimental group that is Mexp = 83.59, SDexp = 7.54, Mcon = 65.48, SDcon = 7.89, t = 0.00, sig 0.05. The research results showed that VRGBL is effective in enhancing students' STEM literacy in energy concepts with N-gain in the experimental class of 0.57 in the medium category compared to the control class of 0.28 in the low category.

Keywords

Collaboration network of the authors

27 authors · 58 co-authorship links · 14 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • State University of Semarang
  • Universitas Tidar
  • Sultan Idris Education University
  • University of Miyazaki
  • University of Malaya
  • Hiroshima University
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Ika SukmawatiUniversitas Tidar1
Alene TawangSultan Idris Education University1
Ahmad MuhlisinUniversitas Tidar1
Zaenuri ZaenuriState University of Semarang1
Subhan SubhanState University of Semarang1
Daiki NakamuraUniversity of Miyazaki1
Fonny Dameaty HutagalungUniversity of Malaya1
Ani RusilowatiState University of Semarang1
I. HidayahState University of Semarang1
Zaenal AbidinState University of Semarang1
T. SofchahState University of Semarang1
Sindy AriyantiAffiliation unknown1
Kosuke ShimizuHiroshima University1
Miranita KhusniatiState University of Semarang1
N. R. FitrianiState University of Semarang1
Siti AlimahState University of Semarang1
Aprilia Puji LestariState University of Semarang1
ilda rizkya juliyaniAffiliation unknown1
Fitri Ayu FatimahState University of Semarang1
Muhamad TaufiqState University of Semarang1
Novi Ratna DewiState University of Semarang1
Bela Kurnia Dwi PutriState University of Semarang1
Stephani Diah PamelasariState University of Semarang1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/nju/index.php/jpii/oai, first harvested 29 Okt 2026, last seen 29 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">The Effect of Virtual Reality Game Based Learning to Enhance STEM Literacy in Energy Concepts</dc:title>
	<dc:creator>Widiyatmoko, A.</dc:creator>
	<dc:creator>Nugrahani, R.</dc:creator>
	<dc:creator>Yanitama, A.</dc:creator>
	<dc:creator>Darmawan, M. S.</dc:creator>
	<dc:subject xml:lang="en-US">energy concepts; game based learning; STEM literacy; virtual reality</dc:subject>
	<dc:description xml:lang="en-US">STEM literacy is a competency that students must have in the 21st century. The aim of this research is to analyze the effectiveness of Virtual Reality-Game based Learning (VRGBL) to enhance junior high school students' STEM literacy. This research is Quasi Experimental Design. The sample for this research was students at Junior High School Class VIII G (experimental class) and Class VIII H (control class) of SMP Negeri 27 Semarang for academic year 2023/2024 odd semester period. The data analysis of this research was focused on the effect of VRGBL on students' STEM Literacy on energy concept. The result of the study shows that STEM literacy for 8th-grade students consists of four components: science literacy, technology literacy, engineering literacy, and mathematic literacy.  The results revealed that there is a significant different between the control and experimental group that is Mexp = 83.59, SDexp = 7.54, Mcon = 65.48, SDcon = 7.89, t = 0.00, sig  0.05. The research results showed that VRGBL is effective in enhancing students' STEM literacy in energy concepts with N-gain in the experimental class of 0.57 in the medium category compared to the control class of 0.28 in the low category.</dc:description>
	<dc:publisher xml:lang="en-US">Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)</dc:publisher>
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	<dc:date>2023-12-29</dc:date>
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	<dc:identifier>https://journal.unnes.ac.id/nju/jpii/article/view/48265</dc:identifier>
	<dc:identifier>10.15294/jpii.v12i4.48265</dc:identifier>
	<dc:source xml:lang="en-US">Jurnal Pendidikan IPA Indonesia; Vol 12, No 4 (2023): December 2023; 648-657</dc:source>
	<dc:source>2089-4392</dc:source>
	<dc:source>2339-1286</dc:source>
	<dc:source>10.15294/jpii.v12i4</dc:source>
	<dc:language>eng</dc:language>
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	<dc:rights xml:lang="en-US">Copyright (c) 2023 Jurnal Pendidikan IPA Indonesia</dc:rights>
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