Winarni, Nasrunniati Dyahayu Anggi
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Integration of Traditional Game in Problem Based Learning To Improve Critical Thinking Skills of Junior High School Students Winarni, Nasrunniati Dyahayu Anggi; Mulyati*, Yayuk; Hamimi, Erti
Jurnal IPA & Pembelajaran IPA Vol 9, No 3 (2025): SEPTEMBER 2025
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jipi.v9i3.46489

Abstract

The 2015 TIMSS and 2018 PISA results show that Indonesia's science performance remains below the international average and declined further in 2022. This indicates students weak critical thinking skills (CTS) in understanding scientific concepts. An effective and interactive learning model is needed. This study aims to compare students' CTS using the traditional game in problem-based learning (TG-PBL) model and the problem-based learning (PBL) model. The research used a quasi-experimental design with a pretest-posttest non-equivalent control group and purposive sampling. Statistical tests included the paired sample t-test, independent sample t-test, and N-gain score. The independent t-test showed a significant difference between TG-PBL and PBL classes (0.000). The paired t-test showed a difference between pretest and posttest in both classes (0.000), with a greater increase in the TG-PBL class. The N-gain in the TG-PBL class was 0.57 (medium category), while in the PBL class it was 0.24 (low category). The highest improvement in the TG-PBL class was in the basic support indicator (0.630), while in the PBL class it was in strategies and tactics (0.398). The TG-PBL model is more effective in improving students CTS. It creates a more interactive, relevant, and innovative science learning environment in junior high schools
The effect of Wordwall-based learning game on junior high school students’ communication and collaboration skills Fitrah, Aura Relia; Mulyati, Yayuk; Winarni, Nasrunniati Dyahayu Anggi; Qomaliyah, Eka Nurul; Arista, Rini Anggi; Setiawan, Deny
Research and Development in Education (RaDEn) Vol. 6 No. 1 (2026): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v6i1.42801

Abstract

Background-This study provides an overview of the impact of Wordwall-based learning games on students’ communication and collaboration skills. Objectives-The objectives of this research are: (1) Describe the comparison of communication skills between the control class and the experimental class, (2) Describe the comparison of collaboration skills between the control class and the experimental class, (3) The implications of Wordwall-based learning game for improving students’ communication and collaboration skills. Method-The method used is quantitative study employing an experimental approach. The instruments used include observation instruments for assessing communication and collaboration skills by teachers and peers. Results- The results showed that the t-test results for teacher observations on communication skills were 0.071, for peer observations 0.002, as well as teacher observations on collaboration skills at 0.012, and peer observations at 0.222. The results of the t-test indicated significant differences in several aspects, with the experimental class that implemented Wordwall-based learning game being more effective in improving communication and collaboration skills than the control class. Conclusions- Wordwall-based learning game can be used as a learning innovation to improve students' communication and collaboration skills, while also making learning more interactive and contextual. Wordwall-based learning game is not only able to improve communication and collaboration skills, but can also create a fun, interactive, and more meaningful learning experience.