Margaretha Lasni Rhusarry
IKIP PGRI Kalimantan Timur

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PENGARUH PEMANFAATAN GAME BLOOKET MODE FISHING FRENZY DAN LITERASI DIGITAL TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA DALAM MATA PELAJARAN EKONOMI KELAS X DI SMAN 3 SAMARINDA Fristi Novianti; Margaretha Lasni Rhusarry; Umi Fitria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37084

Abstract

The development of digital technology requires students to master Digital Literacy and Critical Thinking Skills, which are very important in learning Economics. This research aims to examine the influence of the Utilization of the Blooket Game Fishing Frenzy Mode and Digital Literacy, both partially and simultaneously, on the Critical Thinking Skills of Class X students at SMAN 3 Samarinda, who face the problem of conventional learning. This research, using a quantitative approach and associative research type, was conducted at SMAN 3 Samarinda, involving 68 Class X students as a sample determined through simple random sampling. Data was collected using a Likert scale questionnaire and analyzed using multiple linear regression, F-test, t-test, and the Coefficient of Determination (R2) with the aid of SPSS. The results of the research indicate that both the Utilization of Blooket and Digital Literacy have a significant partial influence on Critical Thinking Skills. Simultaneously, the two variables also have a significant influence on the dependent variable. It is concluded that the integration of Blooket as a gamification medium and the strengthening of Digital Literacy are proven to be effective and relevant in improving students' Critical Thinking Skills as an essential 21st-century competence.
PENGARUH PEMANFAATAN GAME BLOOKET MODE FISHING FRENZY DAN LITERASI DIGITAL TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA DALAM MATA PELAJARAN EKONOMI KELAS X DI SMAN 3 SAMARINDA Fristi Novianti; Margaretha Lasni Rhusarry; Umi Fitria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37130

Abstract

The development of digital technology requires students to master Digital Literacy and Critical Thinking Skills, which are very important in learning Economics. This research aims to examine the influence of the Utilization of the Blooket Game Fishing Frenzy Mode and Digital Literacy, both partially and simultaneously, on the Critical Thinking Skills of Class X students at SMAN 3 Samarinda, who face the problem of conventional learning. This research, using a quantitative approach and associative research type, was conducted at SMAN 3 Samarinda, involving 68 Class X students as a sample determined through simple random sampling. Data was collected using a Likert scale questionnaire and analyzed using multiple linear regression, F-test, t-test, and the Coefficient of Determination (R2) with the aid of SPSS. The results of the research indicate that both the Utilization of Blooket and Digital Literacy have a significant partial influence on Critical Thinking Skills. Simultaneously, the two variables also have a significant influence on the dependent variable. It is concluded that the integration of Blooket as a gamification medium and the strengthening of Digital Literacy are proven to be effective and relevant in improving students' Critical Thinking Skills as an essential 21st-century competence.