Pengaruh Penerapan Model Teams Games Tournament Berbasis Baamboozle Terhadap Kemampuan Berpikir Kritis Matematika Kelas IV SD
DOI:
https://doi.org/10.23969/jp.v11i01.42609Keywords:
teams games tournament, baamboozle, critical thingkingAbstract
This study was motivated by the low mathematical critical thinking ability of fourth grade elementary school students. The research aimed to examine the effect of the Teams Games Tournament learning model assisted by Baamboozle media on students’ mathematical critical thinking skills. This research employed a quantitative approach using a quasi-experimental method with a non-equivalent control group design. The population consisted of all fourth grade students, while the sample was divided into an experimental class and a control class. The experimental class received instruction using the Teams Games Tournament model assisted by Baamboozle, whereas the control class was taught using conventional learning. Data were collected through a critical thinking test administered before and after treatment. The results showed a significant improvement in students’ mathematical critical thinking skills in the experimental class compared to the control class. The average posttest score and N-Gain value in the experimental class were higher, indicating that the implementation of the Teams Games Tournament model supported by interactive game-based media created a more active learning environment and encouraged student participation in problem solving. Therefore, the Teams Games Tournament learning model assisted by Baamboozle has a positive effect on improving elementary students’ mathematical critical thinking ability.
Downloads
References
Ainurrohmah, I., Siswono, T. Y. E., & Wiryanto, W. (2024). Pengaruh Model Pembelajaran TGT Berbantu Media Wordwall terhadap Kemampuan Berpikir Kritis Siswa. Ideas: Jurnal Pendidikan, Sosial, Dan Budaya, 10(2), 267.
Ennis, R. H. (2011). The nature of critical thinking: An outline of critical thinking dispositions and abilities. University of Illinois.
Facione, P. A. (2015). Critical thinking: What it is and why it counts. California: Insight Assessment.
Fatmawati, Jampel, I. N., & Widiana, I. W. (2016). Pengaruh Model Pembelajaran TGT (Teams Games Tournamens) Terhadap Hasil Belajar IPA Pada Siswa Kelas V SD. Jurnal Ilmiah Mahasiswa Pendidikan Fisika, 2(1), 90–125.
Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work? A literature review of empirical studies on gamification. Hawaii International Conference on System Sciences, 3025–3034.
Jacob, S.M. dan Sam, H.K. (2008). Measuring Critical Thinking In Problem Solving Through Online Discussion Forums In First Year University Mathematics Vol 1. Hongkong: Proceeding of The International Multi Conference of Engineers and Computer Scientist 2008.
Kamila, A. D., Yudha, C. B., & Suntari, Y.(2025). Penggunaan Media Pembelajaran Baamboozle Terhadap Motivasi Belajar Siswa Sekolah Dasar. Jurnal Literasiologi, 13(2), 215–226.
Maula, N. N. (2021). Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament (Tgt) Berbantuan Bamboozle Terhadap Keterampilan Kolaborasi Peserta Didik Pada Pembelajaran IPA Kelas IV Di Mi Nu Al-Utsmani Kabupaten Pekalongan. Skripsi
Palupi, I. D. R., & Rahayu, T. S. (2021). Efektivitas Model Pembelajaran Group Investigation (GI) dan Teams Games Tournament (TGT) Ditinjau dari Kemampuan Berpikir Kritis Matematika. Thinking Skills and Creativity Journal, 4(1), 10–20.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Rukajat, A. (2018). Pendekatan penelitian kuantitatif. Yogyakarta: Deepublish.
Slavin, R. E. (2015). Cooperative learning: Theory, research, and practice. Boston: Allyn and Bacon.
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.