2023
DOI: 10.15294/jpii.v12i4.48265
|View full text |Cite
|
Sign up to set email alerts
|

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

A. Widiyatmoko,
R. Nugrahani,
A. Yanitama
et al.

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 resea… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...

Citation Types

0
0
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
references
References 47 publications
(53 reference statements)
0
0
0
Order By: Relevance