Pembelajaran Berasaskan Permainan dalam Pendidikan STEM dan Penguasaan Kemahiran Abad Ke-21
Abstract
In developing the competence and expertise in Science, Technology, Engineering and Mathematics (STEM), the objective of STEM education is not only focus on the acquisition of the knowledge and scientific concepts, the acquisition of 21st century skills such as collaborative skills, communication, critical thinking, creativity and computational thinking need to be emphasized in the learning of science. This concept paper discusses issues in STEM education and mastery of 21st century skills in Game Based Learning. Among the highlighted issues are declined in science and mathematics achievement of Malaysian secondary students in Trends in International Mathematics and Science Study (TIMSS) dan Programme International Student Assessment (PISA), the difficulty factors of STEM subject and the decreased in interest of students on the STEM subject. Literature review shows that educational games able to increase students’ academic achievement. In addition, this learning approach provides a fun learning environment, enhances the active involvement of students in learning, and enhances interest and motivation of students in STEM education. However, study on Game Based Learning which involves students as educational game designers or creators are still lacking in Malaysia, especially in Pre-Univeristy level. Morover, relatively little research has focus on the effectiveness of educational games in the mastery of 21st century skills in STEM. Thus, this concept paper discusses the potential of involving students in creating games in learning, facilitating strategies in learning chemistry concepts and improving the skills of the 21st century among students.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.