Claim Missing Document
Check
Articles

Found 2 Documents
Search

Improving Critical Thinking Skills of Elementary School Students: Project Based Learning vs Gamification-Based Group Investigation Koten, Gaudensius Jati Lamauran; Munzil; Utama, Candra
Journal for Lesson and Learning Studies Vol. 6 No. 2 (2023): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v6i2.60680

Abstract

Indonesia's educational achievements in the international arena are still classified as less than optimal. Learning in schools in general, which has not abandoned conventional learning, is one of the causes. It is very important to present innovation in Indonesian education, especially in the learning process in schools, with various creative approaches, such as implementing integration between learning models and approaches. The purpose of this study was to compare the critical thinking skills of students who received learning using the gamification-based PjBL model with those of students who received learning using the gamification-based GI model. This type of research is experimental research, namely a quasi-experimental research design with a non-equivalent control group design. The subjects in this study consisted of fifth grade students at two different public elementary schools with a total of 25 and 26 students respectively. Data collection was carried out through pretest and posttest activities using a questionnaire of 20 questions. The collected data were analyzed using the Independent Sample T-Test and the N-Gain test. The results of data analysis show that the percentage of effectiveness of the gamification-based PjBL model is greater than the percentage of effectiveness of the gamification-based GI model (56.2890 > 53.4372). These results indicate that the gamification-based PjBL model is more effective at improving students' critical thinking skills compared to the gamification-based GI model. It's just that the difference does not appear to be significant.
Development of Meaningful and Fun Learning with a Gamification-Based GI Model for Primary School Students Koten, Angelikus Nama; Koten, Gaudensius Jati Lamauran; Masi, Thomas Kemil; Siregar, Trio Erawati
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.10780

Abstract

Meaningful learning is when students are actively and constructively involved and the role of students is dominant in every series of learning. Therefore, in order for students to truly carry out their role as the center of learning, learning must be fun and not boring. This study developed a learning design with an integration between the Group Investigation (GI) model and the Gamification approach. The purpose of the study was to produce a learning design (teaching module) on the material of grade V Elementary School in the subject of science with the topic "Human Blood Circulation" that is valid, interesting and practical to be used in creating meaningful and enjoyable learning for students. The learning device development model in this study is the 4-D model with the stages of Define, Design, Develop, and Disseminate. For the practicality and effectiveness of the developed learning design, it was tested in the learning process by 5 elementary school teachers in Kupang City. Departing from the process and stages of development carried out, it can be concluded that the learning device developed by implementing the GI model based on gamification is valid, interesting, and practical and ready to be used in creating a meaningful and enjoyable learning process for students.