Enhancing the Creativity of Students with Disabilities through STEM-Based Science Learning Games
DOI:
https://doi.org/10.30762/sittah.v7i1.8574Keywords:
Creative Thinking, Design-Based Research, Gamification, Inclusive Primary Education, STEM EducationAbstract
Inclusive education in primary schools requires accessible, adaptable science learning materials that support students with disabilities' creative thinking. However, the integration of STEM, gamification, and accessibility principles in science learning games for inclusive classrooms remains limited. This study offers a novel approach by developing an accessible STEM-based science learning game to enhance the creativity of students with disabilities in inclusive primary schools. The study aimed to design, develop, and evaluate an accessible STEM-based science learning game integrated with gamification elements. Using a Design-Based Research (DBR) approach, the study involved three phases: needs analysis, prototype development and expert validation, and classroom implementation with refinement. Participants were 24 fourth-grade students, including 6 with disabilities, from an inclusive primary school in Bogor, Indonesia. Data were collected through expert validation sheets, creativity pre- and posttests, questionnaires, observations, and teacher reflections. The developed game, Eco-Rescue STEM Adventure, included STEM problem-solving tasks, gamification features, audio instructions, adaptive difficulty levels, and simplified navigation. Expert validation showed high feasibility (M = 3.71/4.00). Results indicated significant improvement in creative thinking, with a high average gain score (1.41), while student responses highlighted strong engagement and support for creative learning in inclusive science education.
Downloads
References
Altakhaineh, A. R. M., Alkhatib, R. N., & Awad, T. (2026). Integrating artificial intelligence to enhance inclusive education for students with special needs in Jordan and the UAE: Perspectives of teachers and parents. Acta Psychologica, 263, 106252. https://doi.org/10.1016/j.actpsy.2026.106252
Arnab, S., Masters, A., Purnomo, R. A., Mahon, D., & Minoi, J.-L. (2025). Playful and Frugal Learning Design: A Value-based Approach to Inclusive and Sustainable STEM Education. Social Sciences & Humanities Open, 12, 101923. https://doi.org/10.1016/j.ssaho.2025.101923
Ayanwale, M. A., & Omeh, C. B. (2026). AI-supported Problem-based Learning for Enhancing Computational Thinking Skills in STEM Education. Computers in Human Behavior: Artificial Humans, 7, 100263. https://doi.org/10.1016/j.chbah.2026.100263
Bani Odeh, K., & Lach, L. M. (2024). Barriers to, and Facilitators of, Education for Children with Disabilities Worldwide: A Descriptive Review. Frontiers in Public Health, 11, 1294849. https://doi.org/10.3389/fpubh.2023.1294849
Bieńkowska, D. (2015). Inclusive Gamification in Education: Engagement, Accessibility, and Equity by Design. Pedagogy and Education Management Review, (4(22)), 50–59. https://doi.org/10.36690/2733-2039-2025-4-50-59
Blanco, R., Trinidad, M., Suárez-Cabal, M. J., Calderón, A., Ruiz, M., & Tuya, J. (2023). Can Gamification Help in Software Testing Education? Findings from an Empirical Study. Journal of Systems and Software, 200, 111647. https://doi.org/10.1016/j.jss.2023.111647
Das, S., Vaishnavi Nakshatram, S., Söbke, H., Baalsrud Hauge, J., & Springer, C. (2025). Towards Gamification for Spatial Digital Learning Environments. Entertainment Computing, 52, 100893. https://doi.org/10.1016/j.entcom.2024.100893
Gini, F., Bassanelli, S., Bonetti, F., Mogavi, R. H., Bucchiarione, A., & Marconi, A. (2025). The Role and Scope of Gamification in Education: A Scientometric Literature Review. Acta Psychologica, 259, 105418. https://doi.org/10.1016/j.actpsy.2025.105418
Gongotha, S., & Bala, S. (2025). The Unequal Access to the Right to Education among Black Children with Disabilities in the Eastern Cape Province of South Africa. Discover Global Society, 3(1), 151. https://doi.org/10.1007/s44282-025-00295-1
Hoadley, C., & Campos, F. C. (2022). Design-based Research: What It Is and Why It Matters to Studying Online Learning. Educational Psychologist, 57(3), 207–220. https://doi.org/10.1080/00461520.2022.2079128
Indonesia, U. (2023). Memberdayakan Setiap Anak: Merangkul Keanekaragaman dan Inklusi untuk Semua: Analisis Lanskap tentang Anak Penyandang Disabilitas di Indonesia. United Nations Children’s Fund (UNICEF) Indonesia. https://www.unicef.org/indonesia/id/disabilitas/laporan/analisis-lanskap-anak-dengan-disabilitas-di-indonesia
Kassenkhan, A. M., Moldagulova, A. N., & Serbin, V. V. (2025). Gamification and Artificial Intelligence in Education: A Review of Innovative Approaches to Fostering Critical Thinking. IEEE Access, 13, 98699–98728. https://doi.org/10.1109/ACCESS.2025.3576147
Korthals Altes, T., Willemse, M., Goei, S. L., & Ehren, M. (2024). Higher Education Teachers’ Understandings of and Challenges for Inclusion and Inclusive Learning Environments: A systematic Literature Review. Educational Research Review, 43, 100605. https://doi.org/10.1016/j.edurev.2024.100605
Lavoué, É., Monterrat, B., Desmarais, M., & George, S. (2019). Adaptive Gamification for Learning Environments. IEEE Transactions on Learning Technologies, 12(1), 16–28. https://doi.org/10.1109/TLT.2018.2823710
Legaki, N.-Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). The Effect of Challenge-based Gamification on Learning: An Experiment in the Context of Statistics Education. International Journal of Human-Computer Studies, 144, 102496. https://doi.org/10.1016/j.ijhcs.2020.102496
Liu, T., Oubibi, M., Zhou, Y., & Fute, A. (2023). Research on Online Teachers’ Training Based on the Gamification Design: A Survey Analysis of Primary and Secondary School Teachers. Heliyon, 9(4), e15053. https://doi.org/10.1016/j.heliyon.2023.e15053
MacKenzie, A., Owaineh, M., Bower, C., & Özkaya, C. (2023). Barriers to Inclusive Education Under Occupation: An Evaluative Approach Using Nussbaum’s Capabilities Approach. International Journal of Educational Research Open, 5, 100299. https://doi.org/10.1016/j.ijedro.2023.100299
OECD. (2024). PISA 2022 Results (Volume III): Creative Minds, Creative Schools. OECD Publishing. https://doi.org/10.1787/765ee8c2-en
Ramsey, C., Hunter, A., & McFadden, P. (2026). Mapping the landscape of gender inclusion policy and guidance in higher education institutions in contested times. International Journal of Inclusive Education, 0(0), 1–18. https://doi.org/10.1080/13603116.2026.2645181
Regaço, A., de Souza, S. R., & de Rose, J. C. (2026). Does Gamification Really Facilitate Learning? An Experiment with Matching-to-Sample. Learning and Motivation, 94, 102281. https://doi.org/10.1016/j.lmot.2026.102281
Rücker, C. R., & Becker-Genschow, S. (2025). Enhancing Enthusiasm for STEM Education with AI: Domain-Specific Chatbot as Personalized Learning Assistant. Computers and Education Open, 9, 100315. https://doi.org/10.1016/j.caeo.2025.100315
Samaniego López, M. V., Orrego Riofrío, M. C., Barriga-Fray, S. F., & Paz Viteri, B. S. (2025). Technologies in Inclusive Education: Solution or Challenge? A Systematic Review. Education Sciences, 15(6), 715. https://doi.org/10.3390/educsci15060715
Sangsawang, T. (2026). A Preliminary Classroom Evaluation of a Gamified Augmented Reality Application for Conservation Learning in Primary STEM Education. European Journal of STEM Education, 11(1), 27. https://doi.org/10.20897/ejsteme/18300
Schultze, S., Hochweber, J., Habermeyer, T., & Schneider, S. (2026). A First Validation of the Gamification User Types HEXAD Scale for Digital Learning Systems. Computers in Human Behavior Reports, 22, 101011. https://doi.org/10.1016/j.chbr.2026.101011
Setiasih, I., Winarno, N., Prima, E. C., Qamila, F., Firdaus, R. A., & Ahmad, N. J. (2026). Fostering Students’ Critical Thinking through STEM Project-based Learning: Designing Earthquake-resistant Buildings. STEM Education, 6(2), 284–306. https://doi.org/10.3934/steme.2026012
Smith, K., & Abrams, S. S. (2019). Gamification and accessibility. International Journal of Information and Learning Technology, 36(2), 104–123. https://doi.org/10.1108/IJILT-06-2018-0061
Soeharto, S., Subasi Singh, S., & Afriyanti, F. (2024). Associations between Attitudes toward Inclusive Education and Teaching for Creativity for Indonesian Pre-service Teachers. Thinking Skills and Creativity, 51(101469). https://doi.org/10.1016/j.tsc.2024.101469
Suárez-López, M. J., Blanco-Marigorta, A. M., & Gutiérrez-Trashorras, A. J. (2023). Gamification in Thermal Engineering: Does It Encourage Motivation and Learning? Education for Chemical Engineers, 45, 41–51. https://doi.org/10.1016/j.ece.2023.07.006
Tinoca, L., Piedade, J., Santos, S., Pedro, A., & Gomes, S. (2022). Design-Based Research in the Educational Field: A Systematic Literature Review. Education Sciences, 12(6), 410. https://doi.org/10.3390/educsci12060410
Vanaclocha-Amat, P., Faigenbaum, A. D., Molina-García, J., & Villa-González, E. (2026). Strength and Gamification in Physical Education: Effects of a gamified pediatric resistance training program on muscular fitness, enjoyment, and motivation in schoolchildren. Psychology of Sport and Exercise, 85, 103100. https://doi.org/10.1016/j.psychsport.2026.103100
Vira, A. E., Page, A., & Ledger, S. (2026). The Relationship Between Educators’ Inclusive Education Attitudes and Subsequent Teaching Behaviours: A Quantitative Study in Vanuatu. Australasian Journal of Special and Inclusive Education, 50(1), 35–47. https://doi.org/10.1017/jsi.2025.10007
Wieselmann, J. R., Menon, D., Price, B. C., Johnson, A., Asim, S., Haines, S., & Morison, G. (2025). What is STEM? Preservice elementary teachers’ conceptions of integrated STEM education. Teaching and Teacher Education, 165, 105108. https://doi.org/10.1016/j.tate.2025.105108
Wiratman, A., Bungawati, B., & Rahmadani, E. (2023). Project-based Learning Integrated with Science, Technology, Engineering, and Mathematics (STEM) to the Critical Thinking Skills of Students in Elementary School. Sittah: Journal of Primary Education, 4(2), 167–180. https://doi.org/10.30762/sittah.v4i2.1828
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Helmia Tasti Adri, Giuseppe Fabrini, Suwarjono Suwarjono

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.











