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Pengembangan game edukasi naga tangga berbasis problem based learning untuk meningkatkan berpikir kritis siswa SD Rizky Putra Solihin; Agus Hasby Noor; Faridillah Fahmi Nurfurqon
COLLASE (Creative of Learning Students Elementary Education) Vol. 9 No. 4 (2026)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v9i4.32123

Abstract

This research was initiated by the low critical thinking skills of students in Pancasila Education. This actual condition was reflected in the initial test (pre-test) results of fourth-grade students at SDN Cipatat, which only reached an average score of 52.81. The primary objective of this study is to design and validate the efficacy of the Naga Tangga digital game integrated with the Problem-Based Learning (PBL) model to optimize students' critical thinking skills. The approach applied in this study was the Research and Development (R&D) method based on the ADDIE model procedure. During the product efficacy testing phase, a pre-experimental design was implemented. The selected model was the One-Group Pretest-Posttest Design, involving 32 fourth-grade students as research subjects. Data were collected through expert validation instruments, student response questionnaires, and critical thinking skills tests in the form of essays. The accuracy of the quantitative data was ensured through a series of prerequisite tests. Data computation was performed using paired t-tests via statistical software, followed by N-Gain score calculations to determine the level of product effectiveness. The results indicated that the Naga Tangga Digital educational game is highly feasible, achieving an expert validation percentage of 87.5% and meeting excellent practicality criteria with an average student response score of 3.84. Furthermore, the implementation of the product proved effective in significantly improving students' critical thinking skills, as demonstrated by the average post-test score of 85.69 and an average N-Gain score of 0.70, which falls into the high category. This study concludes that the systematic integration of PBL syntax into digital game mechanics effectively elevates students' critical thinking skills in solving contextual problems in elementary schools.
Ketika Bermain Menjadi Belajar : Memperkenalkan Literasi Finansial Melalui Monopoli Digital Di Sekolah Dasar Rayan Virgiana; Jajang Bayu Kelana; Faridillah Fahmi Nurfurqon
Journal Of Educational Experts (JEE) Vol. 9 No. 2 (2026): JOURNAL OF EDUCATIONAL EXPERTS (JEE)
Publisher : Kopertis Region IV Jabar and Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30740/jee.v9i2.367

Abstract

Problems found in the field indicate that learning still uses conventional methods and does not sufficiently involve students actively, so that the financial literacy skills of elementary school students are still at a low level. The learning carried out has not fully utilized interactive and interesting learning media, so students do not understand the concept of financial management in everyday life. The purpose of this study is to create a monopoly-based digital learning media that is effective to improve the financial literacy skills of elementary school students. The research method used is Research and Development (R&D) with the ADDIE model. The data collection technique used was interviews, and a validation questionnaire was conducted by 2 experts, namely a media expert and a material expert. The validation questionnaire was used to determine whether the product to be developed is feasible to use, and the questions used were pretest and posttest questions. Based on the results of the study, the scores obtained by media experts were 95.8% and material experts were 91.6% with the criteria of very feasible. The average score for the pretest was 50.9% and the posttest was 86.3%. The calculation results showed an N-Gain value of 0.72 with a high category. The T-test results showed a significance level of 0.000, which is less than 0.05, indicating a significant difference between the pretest and posttest results. Therefore, it can be concluded that digital educational monopoly media is effective in improving elementary school students' financial literacy skills.