Toni Agus Ardie
Universitas PGRI Semarang

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Article Development and Preliminary Evaluation of an Articulate Storyline-Based Food Chain Edugame for Supporting Fourth-Grade Students’ Critical Thinking Skills Toni Agus Ardie; Iin Purnamasari; Joko Sulianto
Jurnal Pendidikan Terapan Vol 4, No 4 September (2026)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v4i4.2113

Abstract

Purpose: Development and preliminary evaluation of an Articulate Storyline-based food chain edugame were conducted to support fourth-grade students’ critical thinking skills in elementary science learning. Methods: Research and Development (R&D) employed the ADDIE model. Research was conducted at SDN 1 Bogorejo, Blora Regency, Indonesia, during the second semester of 2025/2026. Participants comprised 31 fourth-grade students, with 15 students in the experimental group and 16 in the control group. A non-equivalent control group pretest–posttest design was used to evaluate effectiveness. Data were collected through expert validation and critical thinking tests. Pearson Product–Moment correlation and Cronbach’s Alpha assessed instrument validity and reliability. Normality and homogeneity tests preceded hypothesis testing. Effectiveness was analyzed using N-Gain and an independent-samples t-test. Findings: Ten of 12 essay items met validity criteria, with a Cronbach’s Alpha coefficient of 0.877. Expert validation produced an average score of 85%, indicating valid media. Mean pretest and posttest scores reached 22.33 and 34.27 in the experimental group and 22.13 and 26.94 in the control group. Mean N-Gain scores were 0.680 and 0.273, respectively. An independent-samples t-test indicated a significant difference in N-Gain scores (t= −19.515, p< .001). Research Implications: Articulate Storyline-based food chain edugames provide interactive media for supporting critical thinking development in elementary science education. Originality: Integration of food chain simulations, gamification, interactive challenges, quizzes, and immediate feedback constitutes the primary contribution.