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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

40 authors · 184 co-authorship links · 13 across different organisations · showing the 40 most connected

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  • State University of Semarang
  • University of Szeged
  • Universitas Nahdlatul Ulama Blitar
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Novi Ratna DewiState University of Semarang10
Parmin ParminState University of Semarang8
Ani RusilowatiState University of Semarang8
Muhamad TaufiqState University of Semarang7
Fidia FibrianaState University of Semarang6
Dyah Rini IndriyantiState University of Semarang6
Indah Urwatin WusqoState University of Semarang6
Stephani Diah PamelasariState University of Semarang6
Ellianawati EllianawatiState University of Semarang5
Aji SaputraAffiliation unknown5
Woro SumarniState University of Semarang4
Septiko AjiAffiliation unknown4
Agung LaksonoAffiliation unknown4
Prasetyo ListiajiUniversity of Szeged4
Tiara Dwi WulandariAffiliation unknown3
Sugianto SugiantoUniversitas Nahdlatul Ulama Blitar3
Wiyanto WiyantoState University of Semarang3
Saiful RidloState University of Semarang3
Aditya MariantiAffiliation unknown3
Alfiana Nur Rosita MayantiAffiliation unknown3
Bambang SubaliAffiliation unknown3
Aji PurwinarkoAffiliation unknown3
Miranita KhusniatiState University of Semarang2
Siti AlimahState University of Semarang2
Isnarto IsnartoAffiliation unknown2
Asep Purwo Yudi UtomoAffiliation unknown2
Rossi Galih KesumaAffiliation unknown2
Riyadi WidhiyantoAffiliation unknown2
Siti NursulistariAffiliation unknown2
Nadia Eka ArdhaniAffiliation unknown2
Dewi MustikaningtyasAffiliation unknown2
Supatmo SupatmoAffiliation unknown2
Erna Noor SavitriState University of Semarang2
Eko SugiartoAffiliation unknown2
Putut MarwotoState University of Semarang2
Ngabiyanto NgabiyantoAffiliation unknown2

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 Oct 2026, last seen 1 Nov 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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