Penelitian ini bertujuan untuk mengetahui efektivitas permainan Gasik 2.0 pada pembelajaran serta mengetahui gambaran keterampilan abad 21 siswa pada aspek kognitif dan psikomotor. Keterampilan Abad 21 yang difokuskan yaitu keterampilan 4Cs yang dirujuk dari Partnership 21 meliputi (1) Critical Thinking and Problem Solving; (2) Creativity and Innovation; (3) Communication; (4) Collaboration. Metode pengumpulan data yang digunakan yaitu metode eksperimen. Sampel penelitian yaitu 150 siswa SMP Negeri 1 Bonang. Permainan Gasik diterapkan pada 75 siswa sebagai kelas eksperimen, sedangkan 75 siswa yang lain diberikan pembelajaran dengan diskusi sebagai kelas kontrol. Pengumpulan data menggunakan soal tes dan lembar observasi keterampilan. Data hasil tes dianalisis menggunakan uji-t, sedangkan hasil observasi dianalisis menggunakan statistik deskriptif. Hasil uji-t menunjukkan nilai signifikansi 0.00 sehingga terdapat perbedaan antara nilai postes kelas eksperimen dengan kelas kontrol. Rata-rata nilai postes pada kelas kontrol yaitu 45, sedangkan pada kelas eksperimen sebesar 59. Hasil analisis tersebut menunjukkan bahwa penggunaan permainan Gasik 2.0 pada pembelajaran terbukti mampu menumbuhkan keterampilan abad 21 pada aspek kognitif. Namun, peningkatannya tergolong rendah. Untuk hasil observasi keterampilan abad 21 pada aspek psikomotor di kelas eksperimen terdapat satu keterampilan yang memenuhi standar, yaitu kolaborasi, sedangkan pada kelas kontrol belum memenuhi standar.Kata Kunci: Keterampilan Abad 21; 4C; Permainan Gasik; Gamifikasi The Effectiveness of Gasik 2.0 Games on Science Learning to Grow 21st Century Skills of Junior High School StudentsABSTRACTThis study aims to determine the effectiveness of Gasik 2.0 games on learning and find out the picture of students' 21st century skills on cognitive and psychomotor aspects. The 21st Century skills focused on were the 4Cs skills referenced from Partnership 21 including (1) Critical Thinking and Problem Solving; (2) Creativity and Innovation; (3) Communication; (4) Collaboration. The data collection method used was the experimental method. The research sample was 150 students of SMP Negeri 1 Bonang. Gasik's game was applied to 75 students as an experimental class, while another 75 students were given learning with discussion as a control class. Data collection used test questions and skill observation sheets. The test result data were analyzed using a t-test, while the observation results were analyzed using descriptive statistics. The results of the t-test showed a significance value of 0.00 so there was a difference between the posttest value of the experimental class and the control class. The average posttest score in the control class was 45, while in the experimental class it was 59. The results of the analysis showed that the use of Gasik 2.0 games in learning had proven to be able to grow 21st century skills in cognitive aspects. However, the increase was relatively low. For the results of the observation of 21st century skills on psychomotor aspects in the experimental class, there was one skill that meets the standards, namely collaboration, while in the control class it had not met the standards.