International Journal of Social Learning (IJSL)
Vol. 6 No. 3 (2026): August

Enhancing Students' Creative Thinking Skills through the Use of Android-Based Educational Games in Thematic Villages, Banjarmasin, Indonesia

Mutiani Mutiani (Universitas Lambung Mangkurat)
Jumriani Jumriani (Universitas Lambung Mangkurat)
Rusmaniah Rusmaniah (Universitas Lambung Mangkurat)
Sigit Triyono (Universitas Lambung Mangkurat)
Raihanah Sari (Universitas Lambung Mangkurat)



Article Info

Publish Date
27 Aug 2026

Abstract

Developing creative thinking skills is a primary goal in higher education, particularly in entrepreneurship courses that demand innovation and contextual problem-solving. However, learning practices are often unconnected to local socio-economic realities and underutilize digital media. This study aims to develop and test the effectiveness of an Android-based educational game that integrates local products from Thematic Villages in Banjarmasin to enhance students' creative thinking skills. The method used is a 4D model for research and development with expert validation stages, limited trials (n=32), and large-scale trials (n=123) conducted with social studies students. Creative thinking skills were measured through four dimensions fluency, flexibility, originality, and elaboration using a validated instrument (Cronbach's Alpha = 0.928). The results showed high feasibility among media (77.5%) and language (76%) experts, with significant increases (p<0.001) in average scores from 94.16 to 118.59 and from 95.63 to 118.23, respectively.

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Journal Info

Abbrev

ijsl

Publisher

Subject

Arts Education Environmental Science Social Sciences Other

Description

IJSL: International Journal of Social Learning (e-ISSN 2774-4426|p-ISSN 2774-8359) is a double blind international peer reviewed and open access journal to disseminating all information contributing to the understanding and development of social learning. The aim is to publish conceptual and ...