Game-Based Learning Media: Effort to Increase Self-Regulated Learning and Critical Thinking Skills In Science
DOI:
https://doi.org/10.26811/didaktika.v9i3.2021Abstrak
Rendahnya tingkat pembelajaran mandiri dan keterampilan berpikir kritis di kalangan siswa menjadi tantangan utama dalam pendidikan sains yang karena kegiatan pembelajaran masih berpusat pada guru. Penelitian ini bertujuan untuk mengembangkan, menguji kepraktisan, dan menguji efektivitas media pembelajaran berbasis permainan (GBL) dalam meningkatkan pembelajaran mandiri dan keterampilan berpikir kritis siswa. Penelitian ini menggunakan desain penelitian dan pengembangan (R&D) menggunakan model Siklus Hidup Pengembangan Permainan (GDLC) versi Rido Ramadan, yang terdiri dari enam tahap, yaitu: inisiasi, praproduksi, produksi, pengujian, beta, dan rilis. Data dikumpulkan melalui teknik tes dan non-tes di SMP Negeri 1 Sampit, yang melibatkan guru dan siswa kelas VII dengan menggunakan desain kelompok kontrol pretes-postes acak. Hasil penelitian menunjukkan bahwa media GBL layak dalam konstruksi dan konten dengan kriteria “sangat baik”, praktis berdasarkan respons guru dan siswa, dan efektif dalam meningkatkan pembelajaran mandiri (N-gain = 0,10) dan keterampilan berpikir kritis (N-gain = 0,50), dibandingkan dengan pembelajaran berbasis PowerPoint. Kesimpulannya, media GBL yang dikembangkan valid, praktis, dan efektif sebagai alat pembelajaran inovatif untuk meningkatkan pembelajaran mandiri dan kritis dalam pendidikan sains.
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