Is educational game effective in improving critical thinking skills?
Wuri Wuryandani, Universitas Negeri Yogyakarta, Indonesia
Abstract
This research is based on a needs analysis of interview result to the fifth-grade elementary school teachers in Kalasan District, Sleman Regency, Yogyakarta Special Region who stated that educational game media was needed to enrich the variety of instructional media and improve students' critical thinking skills. The purpose of this research and development is to produce an appropriate and effective educational game. This product development relies on Borg & Gall model which includes ten steps: information gathering, planning, initial product development, limited field trials, product revisions, expanded field trials, product revisions, operational field trials, final product revisions, and dissemination and implementation. Product trials were conducted at SD Negeri Sorogenen 2, SD Negeri Tamanan 1, and SD Negeri Tunjungsari 2 in Kalasan District, Sleman Regency, Yogyakarta Special Region. Practicality test was carried out by implementing questionnaires concerning teachers’ and students’ response after the learning process. Effectiveness test during the field trials was conducted using pretest-posttest questions. The results showed that the developed educational game was suitable for use according to media experts with a score of 85.71 or in ‘Very Good’ category and material experts with a score of 67.50 or in the good category. Based on statistical tests, the educational game was proven to be effective in improving students’ critical thinking skills during the learning process.
Keywords
Full Text:
Fulltext PDFReferences
Amrita, P. D., & Kuswanto, H. (2019). Pengembangan mobile learning IPA (MLI) Sasirangan materi pencemaran lingkungan untuk peserta didik SMP. JTP - Jurnal Teknologi Pendidikan, 21(2), 151–164. https://doi.org/10.21009/jtp.v21i2.11446
Anditasari, R., & Andajani, K. (2018). Pengembangan media berbasis permainan edukatif pada pembelajaran menulis teks deskripsi. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 3(1), 107–114. https://doi.org/10.17977/jptpp.v3i1.10379
Astuti, Y. W., & Mustadi, A. (2014). Pengaruh penggunaan media film animasi terhadap keterampilan menulis karangan narasi siswa kelas V SD. Jurnal Prima Edukasia, 2(2), 250. https://doi.org/10.21831/jpe.v2i2.2723
Bakan, U., & Bakan, U. (2018). Game-based learning studies in education journals: A systematic review of recent trends. Actualidades Pedagógicas, 72, 119–145. https://doi.org/10.19052/ap.5245
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65–79. https://doi.org/10.1016/j.compedu.2013.08.003
Blades, M., Blumberg, F. C., & Oates, C. (2013). The importance of digital games for children and young people. Zeitschrift Für Psychologie, 221(2), 65–66. https://doi.org/10.1027/2151-2604/a000132
Borg, W. R., & Gall, M. D. (1983). Educational research: An introduction. Longman.
Carolyn Yang, Y.-T., & Chang, C. (2013). Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement. Computers & Education, 68, 334–344. https://doi.org/10.1016/j.compedu.2013.05.023
Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2). https://doi.org/10.7771/1541-5015.1481
Çiftci, S. (2018). The studies on educational digital games regarding children: A new word analysis approach. Turkish Online Journal of Educational Technology, 17(2), 158–168.
Djatmika, E. T., & Kuswandi, D. (2017). Efektivitas pengembangan media permainan ular tangga sebagai sarana belajar tematik SD. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 2(7), 910–918. https://doi.org/10.17977/jptpp.v2i7.9634
Dwyer, C. P., Hogan, M. J., & Stewart, I. (2014). An integrated critical thinking framework for the 21st century. Thinking Skills and Creativity, 12, 43–52. https://doi.org/10.1016/j.tsc.2013.12.004
Ennis, R. H. (1993). Critical thinking assessment. Theory Into Practice, 32(3), 179–186. https://doi.org/10.1080/00405849309543594
Facione, P. A. (2013). Critical thinking: What it is and why it counts. In Insight Assesment. Measured Reasons and The California Academic Press. https://www.nyack.edu/files/CT_What_Why_2013.pdf
Falahudin, I. (2014). Pemanfaatan media dalam pembelajaran. Jurnal Lingkar Widyaiswara, 1(4), 104–117. https://juliwi.com/published/E0104/Paper0104_104-117.pdf
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: a research and practice model. Simulation & Gaming, 33(4), 441–467. https://doi.org/10.1177/1046878102238607
Giannakos, M. N. (2013). Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education, 68, 429–439. https://doi.org/10.1016/j.compedu.2013.06.005
Hussein, M. H., Ow, S. H., Cheong, L. S., & Thong, M.-K. (2019). A digital game-based learning method to improve students’ critical thinking skills in elementary science. IEEE Access, 7, 96309–96318. https://doi.org/10.1109/ACCESS.2019.2929089
Kereluik, K., Mishra, P., Fahnoe, C., & Terry, L. (2013). What knowledge is of most worth. Journal of Digital Learning in Teacher Education, 29(4), 127–140. https://doi.org/10.1080/21532974.2013.10784716
Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78–91. https://doi.org/10.1016/j.procs.2012.10.060
Kusmayadi, K., Suyitno, I., & Maryaeni, M. (2017). Pengembangan multimedia cerita rakyat sebagai penumbuh karakter siswa. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 2(7), 902–909. https://doi.org/10.17977/jptpp.v2i7.9630
Lastriningsih, L. (2017). Peningkatan berpikir kritis dan prestasi belajar melalui metode inquiry pada siswa kelas IV SD. Jurnal Prima Edukasia, 5(1), 68–78. https://doi.org/10.21831/jpe.v5i1.7714
Lee, H., Parsons, D., Kwon, G., Kim, J., Petrova, K., Jeong, E., & Ryu, H. (2016). Computers & Education Cooperation begins : Encouraging critical thinking skills through cooperative reciprocity using a mobile learning game. Computers & Education, 97, 97–115. https://doi.org/10.1016/j.compedu.2016.03.006
Lewis-Harris, J. (2010). Personal reflection: A reflection on encouraging critical thinking and empathy: Using so-TL to examine teaching effectiveness in a social justice in graduate education class. International Journal for the Scholarship of Teaching and Learning, 4(1), n1.
Manek, A. H., Utomo, D. H., & Handoyo, B. (2019). Pengaruh model spasial based learning terhadap kemampuan berpikir kritis siswa. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 4(4), 440–446. https://doi.org/10.17977/jptpp.v4i4.12245
Mardati, A., & Wangid, M. N. (2015). Pengembangan media permainan kartu gambar dengan teknik make a match untuk kelas I SD. Jurnal Prima Edukasia, 3(2), 120–132. https://doi.org/10.21831/jpe.v3i2.6532
McPeck, J. E. (2017). Critical thinking and educational (12th ed.). Routledge.
Nafisa, D. (2019). Model pembelajaran discovery learning berbantuan multimedia untuk meningkatkan kemampuan berpikir kritis siswa. PRISMA, Prosiding Seminar Nasional Matematika, 2, 854–861. https://journal.unnes.ac.id/sju/index.php/prisma/article/view/29280
Nasikhah, A. N., Widihastrini, F., & Widodo, S. T. (2016). Pengembangan game education pembelajaran PKN materi menghargai keputusan bersama kelas V SD. Jurnal Kreatif: Jurnal Kependidikan Dasar, 7(1), 81–91. https://doi.org/10.15294/kreatif.v7i1.9370
Noemí, P., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230–238. https://doi.org/10.13189/ujer.2014.020305
Permatasari, K., & Setiawan, Y. (2020). Meningkatkan minat dan berpikir kritis siswa kelas 6 SD melalui pengembangan game the rotation. Jurnal Pendidikan Tambusai, 4(2015), 1408–1418. https://doi.org/10.31004/jptam.v4i2.606
Plass, J. L., & Kaplan, U. (2016). Emotional design in digital media for learning. In Emotions, Technology, Design, and Learning (pp. 131–161). Elsevier. https://doi.org/10.1016/B978-0-12-801856-9.00007-4
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023
Smaldino, S. E., Lowther, D. L., Russell, J. D., & Mims, C. (2008). Instructional technology and media for learning. Pearson Merrill Prentice Hall.
Styron, R. A. (2014). Critical thinking and collaboration: A strategy to enhance student learning. Journal of Systemics, Cybernetics and Informatics, 12(7), 25–30. http://www.iiisci.org/journal/CV$/sci/pdfs/EI597JP12.pdf
Sukamto, R. A., & Shalahuddin, M. (2013). Rekayasa perangkat lunak (terstruktur dan berorientasi objek). Informatika.
Sulistiani, E., & Masrukan, M. (2016). Pentingnya berpikir kritis dalam pembelajaran matematika untuk menghadapi tantangan MEA. Prosiding Seminar Nasional Matematika X Universitas Negeri Semarang 2016, 605–612. https://journal.unnes.ac.id/sju/index.php/prisma/article/view/21554
Torrente, J. (2010). Introducing educational games in the learning process. IEEE Educon Education Engineering, 1121–1126. https://doi.org/https://ieeexplore.ieee.org/abstract/document/5493056/
Wang, C.-S., Liu, C.-C., & Li, Y.-C. (2011). A game-based learning content design framework for the elementary school children education. The 16th North-East Asia Symposium on Nano, Information Technology and Reliability, 53–57. https://doi.org/10.1109/NASNIT.2011.6111121
Widoyoko, S. E. P. (2015). Evaluasi program pembelajaran: panduan praktis bagi pendidik dan calon pendidik (Cet. ke-3). Pustaka Pelajar. https://doi.org/2013
Wulandari, R., Susilo, H., & Kuswandi, D. (2016). Multimedia Interaktif Bermuatan Game Edukasi sebagai Salah Satu Alternatif Pembelajaran IPA di Sekolah Dasar. Seminar Nasional Pengembangan Profesionalisme Pendidik Untuk Membangun Karakter Anak Bangsa, 1–8.
Yonanda, D. A. (2019). Pengembangan model pembelajaran inquiry berbasis saintifik terhadap kemampuan berpikir kritis siswa. JTP - Jurnal Teknologi Pendidikan, 21(1), 12–23. https://doi.org/10.21009/jtp.v21i1.8674
DOI: https://doi.org/10.21831/jpe.v9i1.35475
Refbacks
- There are currently no refbacks.
Copyright (c) 2020 Jurnal Prima Edukasia
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Jurnal Prima Edukasia indexed by:
All rights reserved p-ISSN: 2338-4743 |e-ISSN: 2460-9927
Jurnal Prima Edukasia by http://journal.uny.ac.id/index.php/jpe/index is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. |
View Prima Edukasia Journal Stats |