Raihani Zahra Sugito
Universitas Sebelas Maret

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Pengaruh Game-Based Learning Berbantuan Media Wordwall Terhadap Keterampilan Berpikir Kritis dan Pemecahan Masalah Siswa SMP Pada Materi Klasifikasi Makhluk Hidup Raihani Zahra Sugito; Nurma Yunita Indriyanti; Bayu Antrakusuma
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1238

Abstract

Critical thinking and problem-solving skills are higher-order thinking skills that are essential to develop in science education. This study aimed to determine the effect of a Wordwall-assisted Game-Based Learning model on the critical thinking and problem-solving skills of 7th-grade students regarding the topic of the classification of living things. The study employed a quantitative approach using a quasi-experimental method and a non-equivalent control group design. The sample was selected using cluster random sampling, with class VII-E serving as the experimental group and class VII-G as the control group. The experimental group received instruction using the Wordwall-assisted Game-Based Learning model, while the control group received the standard instruction typically used at the school. Data were collected through essay tests assessing critical thinking and problem-solving skills, the validity and reliability of which had been verified. The data were analyzed using the MANOVA test to determine differences in these two skills between the experimental and control groups. The results showed a significant difference in critical thinking and problem-solving skills between the two groups. The mean post-test score for critical thinking skills in the experimental group was 86, which was higher than the control group's score of 81. The mean post-test score for problem-solving skills was 81 in the experimental group and 76 in the control group. The percentage increase in mean scores for the experimental group was 34.9% for critical thinking skills and 31.6% for problem-solving skills. Thus, the Wordwall-assisted Game-Based Learning model has a positive effect on improving students' critical thinking and problem-solving skills.