Pengaruh Penggunaan Game Edukasi Terhadap Kemampuan Berfikir Kritis Dan Keterampilan DiGital Pada Mata Pelajaran Teknologi Informasi dan komunikasi di SMP al anwar Panguragan lor
Abstract
This study examines the impact of using an educational game (Baamboozle) on the critical thinking abilities and digital skills of students in the Information and Communication Technology (ICT) subject at SMP Al Anwar Panguragan Lor.
The study employs a quantitative approach aimed at determining the effect of using the educational game on students' critical thinking abilities and digital skills, as well as its simultaneous influence on both variables.
A quasi-experimental method with a pretest-posttest control group design was utilized. Data collection techniques included tests, questionnaires, observation, documentation, and interviews. The research sample consisted of two groups—a control class and an experimental class—comprising 7th-grade students from SMP Al Anwar Panguragan Lor. The experimental class received instruction incorporating the Baamboozle educational game, while the control class underwent conventional instruction.
The results indicate that the use of the educational game (Baamboozle) had a significant impact on students' critical thinking abilities; the experimental class's average score rose from 59.63 in the pretest to 91.40 in the posttest, whereas the control class saw an increase from only 60.77 to 67.03. The coefficient of determination (R-squared) for the experimental class was 71%—higher than the control class's 27%—with a significance value of 0.000 (< 0.05). Furthermore, the use of the educational game also influenced students' digital skills, as evidenced by an R-squared value of 40.1% for the experimental class compared to 37.7% for the control class, with a significance test result of 0.000 (< 0.05).
Thus, the use of the Baamboozle educational game proved effective in enhancing students' critical thinking abilities and digital skills in the ICT subject.