Tren penelitian educational game untuk peningkatan kreativitas siswa: Sebuah systematic review dari literatur

Novia Novia, Universitas Pendidikan Indonesia, Indonesia
Anna Permanasari, Universitas Pendidikan Indonesia, Indonesia
Riandi Riandi, Universitas Pendidikan Indonesia, Indonesia
Ida Kaniawati, Universitas Pendidikan Indonesia, Indonesia

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

 

Abstract

This 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.


Keywords


Educational game; kreativitas; systematic review; Educational game; kreativitas

Full Text:

Fulltext PDF

References


Agogué, M., Levillain, K., & Hooge, S. (2015). Gamification of creativity: Exploring the usefulness of serious games for ideation. Creativity and Innovation …, Query date: 2020-11-06 05:22:56. https://onlinelibrary.wiley.com/doi/abs/10.1111/caim.12138

Alacapinar, F. (2013). Grade Level and Creativity. Eurasian Journal of Educational Research, Query date: 2020-11-06 05:22:56. https://eric.ed.gov/?id=EJ1059915

Aleven, V., Myers, E., Easterday, M., & ... (2010). Toward a framework for the analysis and design of educational games. … Game and Intelligent Toy …, Query date: 2020-11-06 05:22:56. https://ieeexplore.ieee.org/abstract/document/5463744/

Alfonso-Benlliure, V., Meléndez, J., & ... (2013). Evaluation of a creativity intervention program for preschoolers. … Skills and Creativity, Query date: 2020-11-06 05:22:56. https://www.sciencedirect.com/science/article/pii/S1871187113000497

Alimov, A., Shabalina, O., & Moffat, D. (2019). Development of Digital Game Environments Stimulating Creativity in Engineering Education. Handbook of Research on …, Query date: 2020-11-06 05:22:56. https://www.igi-global.com/chapter/development-of-digital-game-environments-stimulating-creativity-in-engineering-education/210335

Amabile, T. (2018). Creativity in context: Update to the social psychology of creativity. books.google.com. https://books.google.com/books?hl=en&lr=&id=a8aWDwAAQBAJ&oi=fnd&pg=PP1&dq=educational+game+for+creativity&ots=OlAF8fPIra&sig=K7znMNtC9vJ_Dd4g1akuN5S_U9Q

Anderson, C., Dalsen, J., Kumar, V., Berland, M., & ... (n.d.). Thinking Skills and Creativity. Researchgate.Net, Query date: 2020-11-06 05:22:56. https://www.researchgate.net/profile/Craig_Anderson11/publication/323669946_Failing_up_How_Failure_in_a_Game_Environment_Promotes_Learning_Through_Discourse/links/5ac6b5eea6fdcc8bfc7f7e36/Failing-up-How-Failure-in-a-Game-Environment-Promotes-Learning-Through-Discourse.pdf

Angarita, L., & Chiappe, A. (2019). Are ICT good partners for the development of creativity? A systematic review of literature. International Journal of Arts and …, Query date: 2020-11-06 05:22:56. https://www.inderscienceonline.com/doi/abs/10.1504/IJART.2019.100408

Annetta, L. (2013). Cognitive aspects of creativity: Science learning through serious educational games. Teaching Creatively and Teaching Creativity, Query date: 2020-11-29 04:55:43, 53–62. https://doi.org/10.1007/978-1-4614-5185-3_4

Apperley, T., & Walsh, C. (2012). What digital games and literacy have in common: A heuristic for understanding pupils’ gaming literacy: What digital games and literacy have in common. Literacy, 46(3), 115–122. https://doi.org/10.1111/j.1741-4369.2012.00668.x

Arnab, S., Clarke, S., & Morini, L. (2019). Co-Creativity through Play and Game Design Thinking. Electronic Journal of E-Learning, Query date: 2020-11-06 05:22:56. https://eric.ed.gov/?id=EJ1237285

Arumsari, R., & Sugiat, M. (2015). Design of Educational Game About Tourism of Bandung for Elementary Students (Bandung Creative Movement 2015 2nd International Conference on Creative …. openlibrary.telkomuniversity.ac.id. https://openlibrary.telkomuniversity.ac.id/home/catalog/id/136938/slug/design-of-educational-game-about-tourism-of-bandung-for-elementary-students-bandung-creative-movement-2015-2nd-international-conference-on-creative-industries-strive-to-improve-creativity-.html

Azizah, N. (2015). The effects of educational card game on students’creativity and conceptual understanding in learning excretory system. repository.upi.edu. http://repository.upi.edu/id/eprint/22828

Behnamnia, N., Kamsin, A., Ismail, M., & ... (2018). The Main Components of Creativity in Educational Game: A Case Study. … Conference for Emerging …, Query date: 2020-11-06 05:22:56. https://link.springer.com/chapter/10.1007/978-3-319-95450-9_25

Boltz, L., Henriksen, D., & Mishra, P. (2015). Rethinking technology & creativity in the 21st century: Empathy through gaming-perspective taking in a complex world. TechTrends, Query date: 2020-11-06 05:22:56. http://danah-henriksen.com/wp-content/uploads/2015/11/techtrends-empathy.pdf

Bottino, R. (2012). MAGICAL: Collaborative game building as a means to foster reasoning abilities and creativity. Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, ICALT 2012, Query date: 2020-11-29 04:55:43, 744–745. https://doi.org/10.1109/ICALT.2012.226

Boyce, A., Doran, K., Campbell, A., Pickford, S., & ... (2011). Social user generated content’s effect on creativity in educational games. … on Creativity and …, Query date: 2020-11-06 05:22:56. https://dl.acm.org/doi/abs/10.1145/2069618.2069675

Cascini, G. (2015). OTSM-TRIZ games: Enhancing creativity of engineering students. Procedia Engineering, 131(Query date: 2020-11-29 04:55:43), 711–720. https://doi.org/10.1016/j.proeng.2015.12.360

Chan, Z. (2013). A systematic review of creative thinking/creativity in nursing education. Nurse Education Today, Query date: 2020-11-06 05:22:56. https://www.sciencedirect.com/science/article/pii/S0260691712002870

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004

Davies, D., Jindal-Snape, D., Digby, R., Howe, A., & ... (2014). The roles and development needs of teachers to promote creativity: A systematic review of literature. Teaching and Teacher …, Query date: 2020-11-06 05:22:56. https://www.sciencedirect.com/science/article/pii/S0742051X14000274

Emamirizi, C., Haghani, F., & Yousefy, A. (2019). The study effect of using educational games in the teaching of geometry in achievement and creativity of the female students in third grade. Query date: 2020-11-06 05:22:56. https://www.sid.ir/FileServer/JF/33313986105

Fardilha, F., & Allen, J. (2020). Defining, assessing, and developing creativity in sport: A systematic narrative review. International Review of Sport and Exercise …, Query date: 2020-11-06 05:22:56. https://www.tandfonline.com/doi/abs/10.1080/1750984X.2019.1616315

Fessakis, G. (2015). Could computer games-based problem solving positively affect the development of creativity in young children? A mixed method case study. Young Children and Families in the Information Age: Applications of Technology in Early Childhood, Query date: 2020-11-29 04:55:43, 207–225. https://doi.org/10.1007/978-94-017-9184-7_12

Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: How effective are they? A meta-analysis of recent studies: Serious games as educational tools. Journal of Computer Assisted Learning, 29(3), 207–219. https://doi.org/10.1111/j.1365-2729.2012.00489.x

Gordeeva, I., & Veryaskina, M. (2019). Development of Professional Creativity of Teachers in the System of Professional Safety Culture of Children in Transport. … 21st Century from the Positions of …, Query date: 2020-11-06 05:22:56. https://books.google.com/books?hl=en&lr=&id=Wc67DwAAQBAJ&oi=fnd&pg=PA446&dq=educational+game+for+creativity&ots=G2gomGHfGD&sig=bzd--h0glmYJRxAg1sIkAIXt7Us

Hacker, M., & Kiggens, J. (2011). Gaming to learn: A promising approach using educational games to stimulate STEM learning. Fostering Human Development Through …, Query date: 2020-06-30 21:38:52. https://brill.com/view/book/edcoll/9789460915499/BP000015.xml

Kusmawati, A. (2017). Pengembangan SSP biologi domain kreativitas untuk meningkatkan karakter kreatif, tanggung jawab dan prestasi belajar siswa. Jurnal Inovasi Pendidikan IPA, 3(1), 12. https://doi.org/10.21831/jipi.v3i1.13683

Mishra, P. (2012). Rethinking technology & creativity in the 21st century: Crayons are the future. TechTrends, Query date: 2020-11-06 05:22:56. https://link.springer.com/content/pdf/10.1007/s11528-012-0594-0.pdf

Pellas, N., Kazanidis, I., Konstantinou, N., & ... (2017). Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review. Education and …, Query date: 2020-06-30 21:38:52. https://link.springer.com/article/10.1007/s10639-016-9537-2

Pinder, P. (2018). First Bahamas Mixed-Methods Game-Based Learning Research Reveals Teachers" Support" Use of Games in STEM Instruction. In Brief Preliminary Findings. Online Submission, Query date: 2020-06-30 21:38:52. https://eric.ed.gov/?id=ED582903

Santofani, A., & Rosana, D. (2016). Pengembangan tes kreativitas pada pembelajaran fisika dengan pendekatan inkuiri pada materi teori kinetik gas. Jurnal Inovasi Pendidikan IPA, 2(2), 134. https://doi.org/10.21831/jipi.v2i2.6373

Sawyer, R. (2017). Teaching creativity in art and design studio classes: A systematic literature review. Educational Research Review, Query date: 2020-11-06 05:22:56. https://www.sciencedirect.com/science/article/pii/S1747938X17300271

Supandi, M., & Senam, S. (2019). Mengembangkan keterampilan berpikir kritis dengan game ritual tumpe. Jurnal Inovasi Pendidikan IPA, 5(2), 139–146. https://doi.org/10.21831/jipi.v5i2.25920

van Laar, E., van Deursen, A. J. A. M., van Dijk, J. A. G. M., & de Haan, J. (2017). The relation between 21st-century skills and digital skills: A systematic literature review. Computers in Human Behavior, 72, 577–588. https://doi.org/10.1016/j.chb.2017.03.010

Zaki, Y., Muwali, A. A., & Mahdi, N. (2018). Infusing Creativity and Technology Through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes. … , Game Creation, Design, Learning, and …, Query date: 2020-11-06 05:22:56. https://link.springer.com/chapter/10.1007/978-3-030-06134-0_36




DOI: https://doi.org/10.21831/jipi.v6i2.38419

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 Jurnal Inovasi Pendidikan IPA

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Jurnal Inovasi Pendidikan IPA indexed by:

       



Creative Commons License
Jurnal Inovasi Pendidikan IPA by http://journal.uny.ac.id/index.php/jipi/index is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

All rights reserved. p-ISSN: 2406-9205 | e-ISSN: 2477-4820

View My Stats