IMPLEMENTASI DIGITAL GAME-BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN PEMECAHAN MASALAH MATEMATIS SISWA SMP

Radityastuti, Eka Yulia and Lukman, Hamidah Suryani and Agustiani, Nur (2023) IMPLEMENTASI DIGITAL GAME-BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN PEMECAHAN MASALAH MATEMATIS SISWA SMP. jurnal pendidikan dan matematika, 12 (1). pp. 96-105. ISSN 2087-8249

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Abstract

Critical thinking skills and problem-solving cannot be assumed to be possessed by every student. Through the use of digital game-based learning, non-digital game-based learning, and problem-based learning models, students' critical thinking skills and problem-solving in mathematics were compared in this quasi-experimental study. This research is a quantitative study with a pretest-posttest control group design. The study population consisted of 147 seventh-grade students (VII) of SMP IT Hayatan Thayyibah, and the cluster random sampling method was used to select the sample. The sample consisted of 68 students from three classes, namely VII C, VII D, and VII F. The research instruments used were 4 tests of critical thinking skills and mathematical problem - solving on validated PLSV material and observation sheets. This study proves that digital game-based learning models are superior to non-digital game-based learning and problem-based learning models in terms of students' critical thinking skills and mathematical problem-solving. The ability to think critically and solve problems in junior high school students can also be improved with digital game-based learning models.

Item Type: Article
Uncontrolled Keywords: Critical thinking, Digital game-based learning, Mathematics, Problem-solving
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Matematika
Depositing User: Heriska Heriska
Date Deposited: 09 Jun 2024 11:30
Last Modified: 09 Jun 2024 11:30
URI: http://eprints.ummi.ac.id/id/eprint/3604

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