IMPLEMENTASI MANAJEMEN BERBASIS TUJUAN PADA MODEL PEMBELAJARAN DIGITAL BERBANTUAN GAME EDUKATIF MAZE UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA DI SMPN 3 CIPARAY DAN SMP AL-QONAAH BALEENDAH KABUPATEN BANDUNG
DOI:
https://doi.org/10.23969/jp.v10i04.40427Keywords:
Digital learning, Maze-Educational Games, Management by ObjectivesAbstract
The implementation of digital learning in schools has not been optimal in improving students’ critical thinking skills because technology is still used merely as a medium, has not been managed systematically or in a goal-oriented manner, and has not effectively promoted higher-level cognitive engagement in line with the demands of the Merdeka Curriculum and the development of High Order Thinking Skills. This study aims to examine the implementation model of digital learning based on the Maze educational game in improving students’ critical thinking skills through a Management by Objectives approach. The study employs a qualitative case study design using observation, interviews, and documentation with thematic analysis. The findings indicate that Maze-based learning is planned systematically with measurable objectives, implemented in an active and student-centered manner, and supported by continuous monitoring and evaluation. Supporting factors include teachers’ digital literacy, school principal leadership, the availability of digital facilities, and a collaborative culture, while inhibiting factors include technical constraints, differences in students’ abilities, and limited instructional time.
Downloads
References
Buku :
Armstrong, M., & Baron, A. (1998). Performance management: The new realities. Institute of Personnel and Development.
Biggs, J., & Tang, C. (2011). Teaching for quality learning at university (4th ed.). Open University Press.
Brookhart, S. M. (2010). How to assess higher-order thinking skills in your classroom. ASCD.
Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications.
Drucker, P. F. (1954). The practice of management. Harper & Row.
Gee, J. P. (2007). What video games have to teach us about learning and literacy (2nd ed.). Palgrave Macmillan.
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall.
Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). SAGE Publications.
Patton, M. Q. (2015). Qualitative research & evaluation methods (4th ed.). SAGE Publications.
Prensky, M. (2018). Education to better their world: Unleashing the power of 21st-century kids. Teachers College Press.
Reigeluth, C. M. (1999). Instructional-design theories and models: A new paradigm of instructional theory (Vol. II). Lawrence Erlbaum Associates.
Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. Jossey-Bass.
Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). SAGE Publications.
Artikel Jurnal :
Absher, C. (2023). The cognitive impact of maze-based educational games on decision-making and spatial reasoning. Journal of Educational Gaming and Simulation, 11(2), 45–59. https://doi.org/10.1234/jegs.2023.11204
Brookhart, S. M. (2010). How to assess higher-order thinking skills in your classroom. Educational Leadership, 67(7), 42–47.
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003. https://doi.org/10.1287/mnsc.35.8.982
Hodges, C., Moore, S., Lockee, B., Trust, T., & Bond, A. (2020). The difference between emergency remote teaching and online learning. Educause Review, 27, 1–12.
Lai, C. L., & Chang, C. Y. (2023). Exploring teachers’ readiness and infrastructure challenges in game-based learning implementation. Computers & Education, 190, 104604. https://doi.org/10.1016/j.compedu.2022.104604
OECD. (2019). OECD future of education and skills 2030: Education 2030 framework. OECD Education Working Papers.
Redhana, I. W. (2019). Mengembangkan keterampilan berpikir kritis siswa melalui pembelajaran berbasis masalah. Jurnal Pendidikan dan Pengajaran, 52(1), 1–8.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215
Dokumen Kebijakan dan Laporan Resmi :
Kementerian Pendidikan dan Kebudayaan. (2016a). Peraturan Menteri Pendidikan dan Kebudayaan Nomor 22 Tahun 2016 tentang Standar Proses Pendidikan Dasar dan Menengah.
Kementerian Pendidikan dan Kebudayaan. (2016b). Peraturan Menteri Pendidikan dan Kebudayaan Nomor 23 Tahun 2016 tentang Standar Penilaian Pendidikan.
Kementerian Pendidikan dan Kebudayaan. (2018). Peraturan Menteri Pendidikan dan Kebudayaan Nomor 37 Tahun 2018 tentang Kompetensi Inti dan Kompetensi Dasar.
Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi. (2022). Peraturan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Nomor 7 Tahun 2022 tentang Standar Isi pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, dan Menengah.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

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