Gamification of Science Learning: Perspectives on Constructing Student Creativity
DOI:
10.29303/jppipa.v9i11.4274Published:
2023-11-25Downloads
Abstract
One strategy to strengthen the profile of Pancasila students in an independent curriculum is through the creative dimension. Strengthening the creative dimension of the Pancasila Student Profile is related to the 21st Century Skills Framework formulated by the World Economic Forum. The framework outlines 16 important skills that children must have to be successful in the future, one of which is creativity. Unfortunately, Indonesia's creativity index is still ranked low compared to other countries. The Global Creativity Index (GCI) conducted by the Martin Prosperity Institute ranked Indonesia 115th out of 139 countries in 2015. As important learning for students, science learning must be responsive to this by facilitating the development of student creativity. Gamification is an effort to arouse interest, stimulate motivation, and encourage student involvement in learning. Much research has been conducted on gamification by adopting game mechanics and aesthetics for learning and generally succeeding in increasing student motivation and learning outcomes. However, the relationship between the use of gamification in learning and the development of student creativity has not been widely researched or discussed theoretically. Therefore, this paper tries to present a literature study regarding areas where gamification can be intervened so that it can develop and build student creativity.
Keywords:
Creativity Gamification Science LearningReferences
Alencar, E. M. L. S. D., & Fleith, D. D. S. (2010). Creativity in higher education: inhibiting factors. Avaliação: Revista da Avaliação da Educação Superior (Campinas), 15, 201-206. Retrieved from https://www.scielo.br/j/aval/a/m5YSG8W8zzBDbTQ9zK8bL8c/abstract/?stop=next&format=html&lang=en
Amabile, T. M., Hill, K. G., Hennessey, B. A., & Tighe E. M. (1994). The work preference inventory: Assessing intrinsic and extrinsic motivation orientation. Journal of Personality and Social Psychology, 66(5), 950-967. https://doi.org/10.1037//0022-3514.68.4.580
Amabile, T. M. (1989). Growing up creative: Nurturing a lifetime of creativity. New York: Crown.
Amabile, T. (1996). Creativity in context. Boulder, CO: Westview Press.
Amabile, T. A. (2001). Beyond talent: John Irving and the passionate craft of creativity. American Psychologist, 56(4), 333-336. https://doi.org/10.1037/0003-066X.56.4.333
Amabile, T. M., & Pillemer, J. (2012). Perspectives on the social psychology of creativity. The Journal of Creative Behavior, 46(1), 3–15. https://doi.org/10.1037/10.1002/jocb.001.
Antonenko, P. D., & Thompson, A. D. (2011). Preservice teachers’ perspectives on the definition and assessment of creativity and the role of web design in developing creative potential. Education and Information Technologies, 16(2), 203–224. https:// doi.org/10/1007/s10639-009-9112-1
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice–Hall.
Barak., M., Ashkar, T., & Dori, Y. J. (2011). Learning science via animated movies: Its effect on students’ thinking and motivation. Computers & Education, 56(3), 839-846. https://doi.org/10.1016/j.compedu.2010.10.025.
Berg., Bruce L.; & Howard Lune. (2009). Qualitative Research Methods for the Social Sciences. Boston: Pearson.
Borges, C. N. & Fleith, D. S. (2018). Use of Technology in Pedagogical Practice: Influence on Elementary School Students' Creativity and Motivation. Psychology: Theory and Research 2018, 34. https://doi.org/10.1590/0102.3772e3435
BZUnECK, J. A. (2004). A motivação do aluno orientado a metas de realização. A motivação do aluno: Contribuições da psicologia contemporânea, 4, 58-77. Retrieved from https://www.ssoar.info/ssoar/bitstream/handle/document/7135/ssoar-etd-2009-esp-rez-vinha.pdf?sequence=1&isAllowed=y&lnkname=ssoar-etd-2009-esp-rez-vinha.pdf
Campbell, D. T. (1960). Blind variation and selective retention in creative thought as in other knowledge processes. Psychological Review, 67, 380–400. https://doi.org/10.1037/H0040373
Cankaya, S., Uysal, O., & Kuzu, A. (2010). Constructivism in Educational Computer Games. In EdMedia+ Innovate Learning (pp. 1303-1308). Association for the Advancement of Computing in Education (AACE). Retrieved from https://www.learntechlib.org/p/34800/
Chan, K. Y. G., Tan, S. L., Hew, K. F. T., Koh, B. G., Lim, L. S., & Yong, J. C. (2017). Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a law of torts class. Research and Practice in Technology Enhanced Learning, 12(1), 7. https://doi.org/10.1186/s41039-016-0045-1
Collins, M. A., & Amabile, T. M. (1999). Motivation and creativity. In R. J. Sternberg (Ed.), Handbook of creativity (pp. 297-312). New York: Cambridge University Press.
Creswell, John W. (2003). Research Design. Qualitative, Quantitative, and Mixed Methods Approaches. Sage Publication.
Cropley, A.J. (1990). Creativity and mental health in everyday life. Creativity Research Journal, 3(3):167–78. https://doi.org/10.1080/10400419009534351
Cropley, A. J. (1999). Definitions of Creativity. Encyclopedia of Creativity Ed Runco M. A. and Pritzker, R. S. USA: Academic Press p. 514.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game design elements in non-gaming contexts. In CHI'11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425- 2428). ACM. https://doi.org/10.1145/1979742.1979575
Eisenberger, R., & Shanock, L. (2003). Rewards, intrinsic motivation, and creativity: A case study of conceptual and methodological isolation. Creativity Research Journal, 15(2), 121-130. https://doi.org/10.1080/10400419.2003.9651404.
Feist, G. J. & Gorman, M. E. (1998). The psychology of science: Review and integration of a nascent discipline. Review of General Psychology, 2(1):3-47. https://doi.org/10.1037/1089-2680.2.1.3
Felicia, P. (2009). Digital games in schools: Handbook for teachers. Retrieved from https://hal.science/hal-00697599/
Fleith, DS, & Alencar, EMLS. (2010). The interrelation between creativity and motivation. In E. Boruchovitch, JA Bzuneck, & SER Guimarães (Eds.), Motivation to learn: Applications in the educational context (pp. 209-230). Petropolis: Voices.
Gee, J. P. (2008). “Learning and Games." The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 21–40. https://doi.org/10.1162/dmal.9780262693646.021.
Guilford, J. P. (1970). Traits of Creativity, Creativity selected reading. Penguin Books.
Guimarães, S. E. R. (2004). Intrinsic, extrinsic motivation and the use of rewards in the classroom. In E. Boruchovitch, & J.A. Bzuneck (Eds.). Student Motivation: Contributions of contemporary psychology (pp. 37-57). Petropolis: Voices.
Hennessey, B. A. (2006). The creativity-motivation connection. In J. C. Kaufman & R. J. Sternberg (Eds.), The International Handbook of creativity (pp. 342-365). New York: Cambridge Academic Press.
Hennessey, B. A., & Amabile, T. M. (2010). Creativity. Annual Review of Psychology, 61(1), 569-598. https://doi.org/10.1146/ annurev.psych.093008.100416.
Hurlock, E. B. (1978). Perkembangan anak (edisi ke 6). Jakarta: Erlangga.
Jones, J. B., & Flint, L. J. (Eds.). (2013). The Creative Imperative: School Librarians and Teachers Cultivating Curiosity Together. Santa Barbara: Libraries Unlimited ABCCLIO.
Kalogiannakis, M.; Papadakis, S.; Zourmpakis. (2021) A.-I. Gamification in Science Education. A Systematic Review of the Literature. Educ. Sci, 11, 22. https:// doi.org/10.3390/educsci11010022.
Kam, A.H. & Umar, I.N. (2018). Fostering Authentic Learning Motivations through Gamification: A Self-Determination Theory (SDT) Approach. J. Eng. Sci. Technol, 13:1–9. Retrieved from http://jestec.taylors.edu.my/i-Cite%202018/i-Cite_01.pdf
Kapp, K. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education; John Wiley & Sons Inc.: Hoboken, NJ, USA. Retrieved from http://www.astdstl.org/resources/Documents/the-gamification-of-learning-and-instruction-kapp-en-19782.pdf
Kaufman, J.C. (2002). Dissecting the golden goose: Components of studying creative writers. Communication Research Journal, 14(1):27–40. https://doi.org/10.1207/S15326934CRJ1401_3
Kemdikbudristek. (2022). Panduan Pengembangan Projek Penguatan Profil Pelajar Pancasila.
Kiili, K., Ketamo, H., & Kickmeier-Rust, M. D. (2014). Eye tracking in game-based learning research and game design. International Journal of Serious Games, 1(2), 51-65. Retrieved from http://journal.seriousgamessociety.org/index.php?journal=IJSG&op=download&page=article&path%5B%5D=15&path%5B%5D=13
Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800–810. https://doi.org/10.1016/j.compedu.2008.12.004
Kivetz, R., Urminsky, O., & Zheng, Y. (2006). Resurrected: The goal-gradient hypothesis purchase goal acceleration, illusionary retention and customer progress. Journal of Marketing Research, 43(1), 39–58. https://doi.org/10.1509/jmkr.43.1.39
Koster. (2004). A theory of fun. Paraglyph Press. New York, NY.
Krathwohl, D. R. (2002). A revision of Bloom’s taxonomy: An overview. Theory Into Practice, 41(4), 212–218. https://doi.org/10.1207/s15430421tip4104_2
Landers, R.N. (2014). Developing a Theory of Gamified Learning. Simul. Gaming, 45, 752–768. [CrossRef]. https://doi.org/10.1177/1046878114563660
Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother?. Academic exchange quarterly, 15(2), 146. Retrieved from https://dialnet.unirioja.es/servlet/articulo?codigo=3714308
Litman, J. A. & Spielbeger, C. D. (2005). Measuring Epistemic Coriosity and Its Deversive and Specific Components. Journal of Personality Assesment, 80(1), 75-86. Retrieved from https://www.tandfonline.com/doi/abs/10.1207/S15327752JPA8001_16
Locke, E. A. (1991). Goal theory vs. control theory: Contrasting approaches to understanding work motivation. Motivation and Emotion, 15, 9 –28. https://doi.org/10.1007/BF00991473
Loganathan, P.; Talib, C.; Thoe, N.; Aliyu, F.; Zawadski, R. (2019). Implementing Technology Infused Gamification in Science Classroom: A Systematic Review and Suggestions for Future Research. Learn. Sci. Math., 14, 60–73. Retrieved from http://recsam.edu.my/sub_lsmjournal/images/docs/2019/2019_5_PL_6073_Final.pdf
López-Jiménez, J.J.; Fernández-Alemán, J.L.; GarcÃa-Berná, J.A.; López González, L.; González Sequeros, O.; Nicolás Ros, J.; Carrillo de Gea, J.M.; Idri, A.; Toval, A. (2021). Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies. Int. J. Environ. Res. Public Health, 18, 13210. https:// doi.org/10.3390/ijerph182413210
Lubart, T. (2007). Psychology of creativity. Porto Alegre, RS: Artmed.
Lucas, B. (2016). A five-dimensional model of creativity and its assessment in schools. Applied Measurement in Education, 29(4), 278–290. https://doi.org/10.1080/08957347.2016.1209 206
Lucas, B., Claxton, G., & Spencer, E. (2013). Progression in student creativity in school: First steps towards new forms of formative assessments. OECD Education Working Papers, 86(86), 45. https://doi.org/10.1787/5k4dp59msdwk-en
Kalinauskas, M. (2014). Gamification in Fostering Creativity. ISSN 2029-7564 (online) Socialinės Technologijos Social Technologies, 4(1), p. 62–75. https://doi.org/10.13165/ST-14-4-1-05
Martinez, AM. (2007). Creativity and health in individuals and organizations. In AR Virgolim (Ed.), Creative talent. Expression in multiple contexts (pp. 53-64) BrasÃlia: Ed. UnB.
Masganti, S., Khadijah, Nasution, F., et. al. (2016). Pengembangan Kreativitas Anak Usia Dini Teori dan Praktik. Medan: Perdana Publishing. ISBN 978-602-6462-11-4.
McEllmeel, S. L. (2002). Character Education: A Book Guide for Teachers, Librarians, and Parents. Colorado: Greenwood Publishing Group, Inc.
McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York, NY: Penguin.
McGrath, N., & Bayerlein, L. (2013). Engaging online students through the gamification of learning materials: The present and the future. 30th ascilite Conference 2013 Proceedings, 573-577. Retrieved from http://www.ascilite.org/conferences/sydney13/program/papers/McGrath.pdf
Mirvis, P.H. (1991). Flow: The Psychology of Optimal Experience. Academy of Management Review, 16, 636-640. https://doi.org/10.5465/AMR.1991.4279513
Nakano, T.C., & Wechsler, S.M. (2007). The identification and evaluation of creative talent. In D. S. Fleith & E. M. L. S. Alencar (Eds.), Development of talents and high skills. Guidance for parents and teachers (pp. 87-98). Porto Alegre, RS: Artmed.
Neuman, W. Lawrence (2011). Social Research Methods. Qualitative and Quantitative Approaches. Boston: Pearson.
Ong, D. L. T., Chan, Y. Y., Cho, W. H., & Koh, T. Y. (2013). Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. Retrieved from http://eprints.sunway.edu.my/185/1/Derek%20Ong%20Lai%20Teik%20-%20Motivation%20of%20Learning%20an%20Assesment%20of%20Practicallity.pdf
Papadakis, S.; Kalogiannakis, M. (2018). Using Gamification for Supporting an Introductory Programming Course. The Case of Classcraft in a Secondary Education Classroom. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST; Springer: Cham, Switzerland, Volume 229, pp. 366–375. https://doi.org/10.1007/978-3-319-76908-0_35
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
Park, S., & Seung, E. (2008). CREATIVITY in the science classroom. The Science Teacher, 75(6), 45-48. Retrieved from https://www.proquest.com/scholarly-journals/creativity-science-classroom/docview/214622752/se-2
Eggen, P. D., & Kauchak, D. P. (2001). Strategies for teachers: Teaching content and thinking skills (4th edition). Needham Heights, Boston, Allyn and Bacon.
Pope, D. (2008). Doing school: How we are creating a generation of stressed-out, materialistic, and miseducated students. Yale University Press.
Popkin, Helen (2010). FarmVille invades the real world. MSNBC. (June 1, 2010).
Pramana, D. (2016). Perancangan Aplikasi Knowledge Sharing Dengan Konsep Gamification. Jurnal Sistem dan Informatika, 10(1), 202-211. Retrieved from https://mail.jsi.stikom-bali.ac.id/index.php/jsi/article/download/23/136
Prambayun, A., Suyanto, M. S. M., & Sunyoto, A. (2016). Model gamifikasi untuk sistem manajemen pembelajaran. Semnasteknomedia Online, 4(1), 2-6. Retrieved from http://ojs.amikom.ac.id/index.php/semnasteknomedia/article/view/1276
Renner, B. (2006). Curiosity About People: The Development of a Sosial Curiosity Measure in Adults, Journal of Personality Assesment, 83(3), 305-316. https://doi.org/10.1207/s15327752jpa8703_11
Ricoy, M.-C.; Sánchez-MartÃnez, C. (2022). Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification. Int. J. Environ. Res. Public Health, 19, 1149. https://doi.org/10.3390/ ijerph19031149
Ritter SM, Gu X, Crijns M, Biekens P. (2020). Fostering students’ creative thinking skills by means of a one-year creativity training program. PLoS ONE 15(3): e0229773. https://doi.org/10.1371/journal.pone.0229773
Rooney, P. (2012). A theoretical framework for serious game design. International Journal of Game-Based Learning, 2(4), 41–60. https://doi.org/10.4018/ijgbl.2012100103
Ryan, R.M.; Deci, E.L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemp. Educ. Psychol., 25, 54–67. https://doi.org/10.1006/CEPS.1999.1020
Sarooghi, H., Libaers, D., and Burkemper, A. (2015). Examining The Relationship Between Creativity and Innovation: A Meta Analysis of Organizational, Cultural, and Environmental Factors. J. of Bussiness Vent, 30, 714-731. https://doi.org/10.1016/J.JBUSVENT.2014.12.003
Scholte, F.A. (2008). European manifesto: basic standards of healthcare for people with intellectual disabilities. Salud Pãblica De Mãxico, 50(1): s273–6. https://doi.org/10.1590/S0036-36342008000800021
Schmitt, F. F. & Lahroodi, R. (2008). The Epistemic Value of Curiosity. Educational Theory, 58, 125-148. https://doi.org/10.1111/J.1741-5446.2008.00281.X
Simonton, D. K. (2006). Creativity around the world in 80 ways... but with one destination. In J. C. Kaufman & R. J. Sternberg (Eds.), The international handbook of creativity (pp. 490-496). Retrieved from https://nibmehub.com/opac-service/pdf/read/The%20International%20Handbook%20of%20Creativity%20by%20James%20C.%20Kaufman-%20Robert%20J.%20Sternberg.pdf#page=504
Smith-Robbins, S. (2011). This game sucks: How to improve the gamification of education. Educause review, 46(1), 58-59. Retrieved from https://er.educause.edu/articles/2011/2/this-game-sucks-how-to-improve-the-gamification-of-education
Squire, Kurt. (2006). From Content to Context: Videogames as Designed Experience. Educational Researcher 35(8): 19–29. https://doi.org/10.3102/0013189X035008019
Sternberg, R. J. (2006). The nature of creativity. Creativity Research Journal, 18(1), 87-98. https://doi.org/10.1207/ s15326934crj1801_10.
Sternberg, R. J. (2010). Teach creativity, not memorization. Chronicle of Higher Education, 57(8), 1-4. Retrieved from http://www.yosoyartista.net/bobbyo_files/2010-11-07-8BA990.pdf
Torrance, E.P. (1977). Creativity in The Classroom. Washington, DC: National Education Association.
Trilling, B. dan Hood, P. (1999). Learning, Technology, and Education Reform in The Knowledge Age. USA: Educational Technology.
Wechsler, SM, & Souza, VLT (Eds.). (2011). Creativity and learning. Paths and discoveries in an international perspective. São Paulo: Loyola Editions.
Willis, J. (2011). A Neurologist Makes the Case for the Video Game Model as a Learning Tool. Retrieved from https://www. edutopia.org/blog/neurologist-makes-case-video-game-model-learning-tool.
Wilson, D., Calongne, C., & Henderson, S. B. (2016). Gamification Challenges and a Case Study in Online Learning. Internet Learning, 4(2), 8. https://doi.org/10.18278/il.4.2.7
Zuss, M. (2008). The Practice of Theoretical Curiosity. New York: Springer.
License
Copyright (c) 2023 Rindu Rahmatiah, Joni Rokhmat, A W Jufri, Gunawan, AA. Sukarso

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).






