THE EFFECT OF STEAM-BASED EDUCATIONAL GAMES ON ELEMENTARY SCHOOL STUDENTS' SCIENTIFIC LITERACY

Authors

  • Awalina Barokah Universitas Pelita Bangsa
  • Herisa Herdiyanti Soleha Institut Prima Bangsa
  • Ayuningtyas Nurhayati Lukito Universitas Pelita Bangs

DOI:

https://doi.org/10.24252/auladuna.v13i1a4.2026

Keywords:

Scientific Literacy, Educational Games, STEAM, Elementary School, Contextual Learning

Abstract

This study aimed to investigate the effect of STEAM-based educational games on elementary school students' scientific literacy. The research employed a quasi-experimental design with a nonequivalent control group, including an experimental group and a control group. The STEAM-based educational game integrated science, technology, engineering, arts, and mathematics through contextual problem-solving activities that encouraged students to actively explore scientific concepts and collaborate with their peers. The research instrument consisted of a scientific literacy test covering knowledge, competencies, and context. The findings revealed that students who learned through STEAM-based educational games demonstrated greater improvement in scientific literacy than those who participated in conventional learning. The results indicated that STEAM-based educational games have a significant positive effect on elementary school students' scientific literacy. Therefore, STEAM-based educational games can serve as an innovative learning medium to support the development of scientific literacy in elementary education.

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Published

2026-06-14

How to Cite

Barokah, A., Soleha, H. H., & Lukito, A. N. (2026). THE EFFECT OF STEAM-BASED EDUCATIONAL GAMES ON ELEMENTARY SCHOOL STUDENTS’ SCIENTIFIC LITERACY. AULADUNA: Jurnal Pendidikan Dasar Islam, 13(1), 33–45. https://doi.org/10.24252/auladuna.v13i1a4.2026

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