Pengenalan STEM dan SDGs melalui STEM-Sustainable City Board Game dalam Pembelajaran IPA di Sekolah Indonesia Davao

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Muhammad Amiq Zahidsyahtya
Refika Aulia Putri Wulandari
Azza Nur Ramadhani
Ayu Rizky Amalia
Viera Fasya Adilla
Nur Hafidzoh Imania Syawalia
Dwi Apriyanti
Khusnul Khotimah
Nurul Fitriyah Sulaeman

Abstract

Pengenalan STEM dan SDGs di sekolah Indonesia luar negeri masih terkendala keterbatasan media interaktif, bahasa, dan pembelajaran kontekstual. Kegiatan pengabdian ini bertujuan mengenalkan STEM dan SDGs melalui STEM-Sustainable City Board Game dalam pembelajaran IPA di Sekolah Indonesia Davao, Filipina. Metode menggunakan pendekatan edukatif dalam tiga pertemuan reguler berdurasi 80 menit pada Agustus 2026 dengan 16 murid kelas 10. Instrumen meliputi angket self-efficacy STEM 14 butir, pertanyaan terbuka, dan wawancara singkat; data dianalisis secara deskriptif kualitatif, uji t berpasangan, dan N-Gain. Hasil menunjukkan kegiatan terlaksana sesuai rencana dan murid mulai mengaitkan proyek berkelanjutan dengan SDG 11, meskipun 31,25% belum mengidentifikasi proyek spesifik. Skor self-efficacy berubah kecil: Sains 2,58 menjadi 2,61; Engineering & Technology 2,61 menjadi 2,75; Mathematics 2,72 menjadi 2,77; uji t berpasangan p=0,122 (tidak signifikan), dengan N-Gain tertinggi 0,3 pada merancang prototipe. Kendala utama adalah kompleksitas mekanisme permainan (25%) dan bahasa. Dengan demikian, intervensi berhasil dari sisi pelaksanaan dan menumbuhkan kesadaran awal, tetapi belum menunjukkan peningkatan self-efficacy dan pemahaman konsep secara merata. Disarankan penyederhanaan aturan, panduan bilingual, pelatihan guru, dan evaluasi pengetahuan awal–akhir.

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