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Pengaruh Gamifikasi Berbasis Literasi Digital Terhadap Kemampuan Berpikir Kritis Siswa Sekolah Dasar Atika, Afifah Nur; Purbosari, Para Mitta
Jurnal Gentala Pendidikan Dasar Vol. 11 No. 1 (2026): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This research is motivated  by the low critical thingking skills of elementary school students and the suboptimal utilization of learning technology, where teachers tend to only use technology as a medium for delivering material. This study aims to examine the effect of digital literacy-based gamification on the critical thingking skills of students at SD Negeri Jombor 01, Sukoharjo. This study uses a quantitative approach with a quasi-experimental design. The sample of this study involved two classes, namely class VA as an experimental class that received digital literacy-based gamification treatment, and class VB as a control class that used LKPD as a printed media in the learning process. The data collection technique used a multiple-choice test of 15 questions to measure critical thingking variables. The results of the study indicate that there is an influence of digital literacy-based gamification on students’ critical thingking skills. It can be concluded that the use of digital literacy-based gamification is significantly effective in strengthening the cognitive processes and critical thingking skills of elementary school students in facing the challenges of 21 st-century education.