EFEKTIVITAS MEDIA PEMBELAJARAN BERBASIS GAME DIGITAL QUIZWHIZZER DALAM MENINGKATKAN INDIKATOR BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPAS SEKOLAH DASAR
DOI:
https://doi.org/10.23969/jp.v11i02.45033Keywords:
Quizwhizzer, game-based learning, critical thinking, IPAS, elementary schoolAbstract
This study aims to analyze the effectiveness of Quizwhizzer game-based digital learning media in improving elementary students’ critical thinking indicators in IPAS learning. The research employed a quasi-experimental method using a nonequivalent control group design. The subjects were fifth-grade students divided into an experimental class (n = 21) and a control class (n = 16). Data were collected through critical thinking essay tests based on established indicators and analyzed using descriptive statistics, N-Gain, Wilcoxon Signed Rank Test, and Mann–Whitney U Test. The results show that both groups experienced improvement; however, the experimental class demonstrated a significantly higher increase compared to the control class (p < 0.001). The N-Gain score of the experimental class was categorized as low (g = 0.19), yet it was substantially higher than that of the control class (g = 0.03). The effect size analysis indicated a large effect (r = 0.66), confirming a strong practical impact of the intervention. These findings indicate that Quizwhizzer is statistically effective in enhancing students’ critical thinking indicators through interactive and game-based learning approaches.
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