PENGARUH PENGGUNAAN GAMIFIKASI DAN KETERLIBATAN SISWA TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA KELAS Xl BISNIS RITEL PADA MATA PELAJARAN BISNIS RITEL DI SMK NEGERI 13 MEDAN

Authors

  • Ricke Triyani Purba Pendidikan Bisnis, Universitas Negeri Medan
  • Muhammad Fitri Rahmadana Pendidikan Bisnis, Universitas Negeri Medan

DOI:

https://doi.org/10.23969/jp.v11i01.43246

Keywords:

Use of Gamification, Student Engagement, Critical Thinking Skills.

Abstract

This study aims to determine the effect of the use of gamification and student engagement on the critical thinking skills of grade XI retail business students in the retail business subject at SMK Negeri 13 Medan. This research is a quantitative study with an ex post facto design. The population in this study was grade XI retail business students in the retail business subject at SMK Negeri 13 Medan. The sampling technique used in this study was total sampling with a sample size of 34 students. Data collection techniques consisted of observation sheets and questionnaires. The data analysis technique used was multiple linear regression analysis.

The results of this study indicate that: 1) There is a positive and significant effect of the use of gamification and student engagement together on critical thinking skills. This is shown by an F value of 63.046 and a significance level of < 0.05 (0.000 < 0.05). Then, the coefficient of determination (R²) is 0.803 or 80.3%, which means that the use of gamification and student engagement contributes 80.3% to critical thinking skills. 2) There is a positive and significant effect of the use of gamification on critical thinking skills. This is indicated by a calculated t value of 10.391 with a significance level of < 0.05 (0.000 < 0.05). 3) There is a positive and significant effect of student engagement on critical thinking skills. This is shown by a calculated t value of 3.877 with a significance level of < 0.05 (0.001 < 0.05).

Downloads

Download data is not yet available.

References

Ahaq, Arini, Rizki Wahyu Yunian Putra, and Tati Apriyanti. 2023. “Pengaruh Konsep Gamifikasi Dalam Model Pembelajaran IMPROVE Terhadap Kemampuan Berpikir Kritis Matematis Siswa SMP.” J-PiMat : Jurnal Pendidikan Matematika 5(2): 947–56. doi:10.31932/j-pimat.v5i2.2857.

Anggitasari, Vera, and Trianik Widyaningrum. 2021. “Pengembangan Berpikir Kritis Melalui Analisis Jurnal.” Nasional Pendidikan 1(1): 1954–60. http://www.seminar.uad.ac.id/index.php/SemNasPPG/article/download/12105/2642.

Ariani, Diana. 2020. “Gamifikasi Untuk Pembelajaran.” Jurnal Pembelajaran Inovatif 3(2): 144–49. doi:10.21009/jpi.032.09.

Asfar, A M Irfan Taufan, and A M Iqbal Akbar Asfar. 2020. “Landasan Pendidikan: Hakikat Dan Tujuan Pendidikan (Fondation Of Education: Essence And Educational Objectives ).” Method 1(January): 1–16. doi:10.13140/RG.2.2.22158.10566.

Asfihan, Akbar. 2021. “Uji Asumsi Klasik: Jenis-Jenis Uji Asumsi Klasik.” Fe Unisma (July): 1–11. doi:10.13140/RG.2.2.29389.87523.

Asiva Noor Rachmayani. 2015. Pembelajaran Daring Berbasis Gamifikasi.

Atieq, Muhammad Qoes, Rezqi Ananda Basid, and Tri Jayanti. 2023. “Gamification Pada Perusahaan: Dampaknya Pada Tingkat Engagement Karyawan Generasi Z.” BISNIS : Jurnal Bisnis dan Manajemen Islam 11(1): 73. doi:10.21043/bisnis.v11i1.19462.

Asiva Noor Rachmayani. 2015. Berpikir Kritis Dalam Konteks Pembelajaran.

Bedenlier, Svenja, Melissa Bond, Katja Buntins, Olaf Zawacki-Richter, and Michael Kerres. 2020. “Facilitating Student Engagement through Educational Technology in Higher Education: A Systematic Review in the Field of Arts and Humanities.” Australasian Journal of Educational Technology 36(4): 126–50. doi:10.14742/AJET.5477.

Cahyadi, universitas buddhi dharma. 2022. “Pengaruh Kualitas Produk Dan Harga Terhadap Keputusan Pembelian Baja Ringan Di Pt Arthanindo Cemerlang.” Ekonomi Dan Manajemen Bisnis 1: 60–73.

Eni, Denti, Abdillah Willy, and Santi Fitri. 2017. “ تأث یر تصو و مشاهده یرسازی ر سرکوب

بر عمل یتم م یو بسکتبال آزاد پرتاب در * فرزانه حاتم ی 1 ، فرش ید طهماسب ی 2 ، حاتم الهام

ی شاه میر 3 ”. 102–3(8): 85 Neuropsychology .

http://clpsy.journals.pnu.ac.ir/article_3887.html .

87

Fikrie, et al. 2021. “Keterlibatan Siswa (Student Engagement) Di Sekolah Sebagai Salah Satu Upaya Peningkatan Keberhasilan Siswa Di Sekolah.” Prosiding Seminar Nasional & Call Paper Psikologi Pendidikan 2019 Fakultas Pendidikan Psikologi (April): 103–10.

Gaghunting, Maria Kezia, and Jessica Elfani Bermuli. 2023. “Strategi Partisipatif Untuk Meningkatkan Keterlibatan Siswa Pada Pembelajaran Biologi.” Biodik 9(3): 86–101. doi:10.22437/biodik.v9i3.15746.

H Kara, O Anlar MY Ağargün. 2014. “Keterlibatan Siswa Dalam Belajar (Student Engagement).” Paper Knowledge . Toward a Media History of Documents 7(2): 107–15.

Hakeu, Febrianto, Idan I. Pakaya, and Mutmain Tangkudung. 2023. “Pemanfaatan Media Pembelajaran Berbasis Gamifikasi Dalam Proses Pembelajaran Di MIS Terpadu Al-Azhfar.” Awwaliyah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah 6(2): 154–66. doi:10.58518/awwaliyah.v6i2.1930.

Hamdani M., Prayitno B. A., and Karyanto P. 2019. “Meningkatkan Kemampuan Berpikir Kritis Melalui Metode Eksperimen.” Proceeding Biology Education Conference 16(Kartimi): 139–45.

Handayani. 2020. “Bab Iii Metode Penelitian.” Suparyanto dan Rosad (2015 5(3): 248–53.

Isodarus, Praptomo Baryadi. 2017. “Pembelajaran Bahasa Indonesia.” Angewandte Chemie International Edition, 6(11), 951–952. 5(4): 5–24. https://e-journal.usd.ac.id/index.php/sintesis/article/view/927.

Kusuma, Endra, Arri Handayani, and Dini Rakhmawati. 2024. “Pentingnya Pengembangan Kemampuan Berpikir Kritis Pada Siswa Sekolah Dasar: Sebuah Tinjauan Literatur.” Wawasan Pendidikan 4(2): 369–79. doi:10.26877/jwp.v4i2.17971.

Maulida, R., and S Zulaikha. 2021. “Pengaruh Peran Orang Tua Dalam Literasi Keuangan Anak.” Jurnal Pendidikan Ekonomi 10(2): 123–32.

Meilina. 2023. “Pendekatan Gamifikasi Untuk Meningkatkan Kemampuan Berfikir Kritis Matematika Siswa Preschool: Studi Kuasi Eksperimental.” EL-Muhbib Jurnal Pemikiran Dan Penelitian Pendidikan Dasar 7(2): 247–57. https://doi.org/https://doi.org/10.52266/.

Downloads

Published

2026-03-05