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Integration of Challenge Based on STEM Learning Assisted by 2D Game Interactive Scratch to Numeracy Literacy

Unnes Journal of Mathematics Education · Vol. 13 No. 3 (2024) · hlm. 292–301

DOI
10.15294/ujme.v13i3.16704
ISSN
2460-5840, 2252-6927
Terbit
2024-11-30
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

This research is development research of 2D games based on Scratch integrated challenge based on STEM context learning in the context of weather station. The aims of developing learning media which is feasible in terms of material and media, and has a positive response from students. The media will facilitate learners in interesting 2D visualization, various interactive activities, and presentation of contextual materials and problems around the elements of STEM context themed weather station. The challenge based on STEM context learning model used will train learners in constructing their knowledge independently so that it can encourage the improvement of learners' numeracy literacy skills. The research method in the form of Research and Development with the ADDIE model has been carried out by considering the material feasibility test, media feasibility test, and learner response assessment. The results of descriptive statistical analysis were conducted after the data were collected using a questionnaire. The results show that the media learning media is said to be feasible in terms of material with a percentage of 91.02% and feasible in terms of media with a percentage of 90.23%. The media fulfils average completeness, proportion completeness, and excellent N-Gain value at 0.77. The media has a positive response of 89.54% from students. Thus, the media is said to be feasible in terms of material and media, effective, and has a positive learner response to improve the numeracy literacy skills of students to boost PISA results so that the ideals of “Indonesia Emas 2045” can be achieved.

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  • State University of Semarang
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Rekan penulisOrganisasiArtikel bersama
Stefany Margaretha HutaurukState University of Semarang2
Annisa WulandariAfiliasi tidak diketahui1
Ananda Verry SetiawanAfiliasi tidak diketahui1
MulyonoAfiliasi tidak diketahui1
Sekar Lintang NurshobihaState University of Semarang1
Vivi Anggraini Saputri AzisAfiliasi tidak diketahui1
Ananda Verry SetiawanState University of Semarang1
Selva Ayu MeilinaState University of Semarang1
Andika Nur FeriantoState University of Semarang1
Arum DinasariState University of Semarang1
Rochmad RochmadState University of Semarang1
Abdul Mu'iz RahmatjatiState University of Semarang1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/ujme/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Integration of Challenge Based on STEM Learning Assisted by 2D Game Interactive Scratch to Numeracy Literacy</dc:title>
	<dc:creator xml:lang="en">Jauhari, Wahid</dc:creator>
	<dc:creator xml:lang="en">Alyana Aurellia Putri Arifadewi</dc:creator>
	<dc:creator xml:lang="en">Fatya Azizah</dc:creator>
	<dc:creator xml:lang="en">Adi Satrio Ardiansyah</dc:creator>
	<dc:subject xml:lang="en">Challenge Based Learning</dc:subject>
	<dc:subject xml:lang="en">STEM</dc:subject>
	<dc:subject xml:lang="en">Numerical Literacy Skill</dc:subject>
	<dc:description xml:lang="en">This research is development research of 2D games based on Scratch integrated challenge based on STEM context learning in the context of weather station. The aims of developing learning media which is feasible in terms of material and media, and has a positive response from students. The media will facilitate learners in interesting 2D visualization, various interactive activities, and presentation of contextual materials and problems around the elements of STEM context themed weather station. The challenge based on STEM context learning model used will train learners in constructing their knowledge independently so that it can encourage the improvement of learners' numeracy literacy skills. The research method in the form of Research and Development with the ADDIE model has been carried out by considering the material feasibility test, media feasibility test, and learner response assessment. The results of descriptive statistical analysis were conducted after the data were collected using a questionnaire. The results show that the media learning media is said to be feasible in terms of material with a percentage of 91.02% and feasible in terms of media with a percentage of 90.23%. The media fulfils average completeness, proportion completeness, and excellent N-Gain value at 0.77. The media has a positive response of 89.54% from students. Thus, the media is said to be feasible in terms of material and media, effective, and has a positive learner response to improve the numeracy literacy skills of students to boost PISA results so that the ideals of “Indonesia Emas 2045” can be achieved.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2024-11-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/ujme/article/view/16704</dc:identifier>
	<dc:identifier>10.15294/ujme.v13i3.16704</dc:identifier>
	<dc:source xml:lang="en">Unnes Journal of Mathematics Education; Vol. 13 No. 3 (2024): Special Issue; 292-301</dc:source>
	<dc:source>2460-5840</dc:source>
	<dc:source>2252-6927</dc:source>
	<dc:source>10.15294/ujme.v13i3</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/ujme/article/view/16704/2834</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2024 Unnes Journal of Mathematics Education</dc:rights>
</oai_dc:dc>