ABSTRACTThis research aimed to determine the effect of the case-based learning model assisted by DETAK (Detektif Akuntansi) game media on students’ critical thinking skills in bank reconciliation learning at SMK X. This research employed a quantitative approach with a quasi-experimental method using a non-equivalent control group design. The subjects were Grade XI students of the Accounting and Finance (AKL) program, with the research sample consisting of Grade XI AKL 1 as the experimental class and Grade XI AKL 2 as the control class, selected through cluster random sampling. Data were collected using a critical thinking essay test instrument. Construct validity was tested using IBM SPSS Statistics 25, resulting in 15 questions being declared valid, while reliability testing using Cronbach’s Alpha yielded a coefficient of 0.931, indicating that the instrument was reliable. Data analysis using the Independent Samples t-test showed a significant difference between the experimental and control groups (Sig. 2-tailed = 0.000 < 0.05). The N-Gain score of the experimental class was 0.5275 (moderate category), which was higher than that of the control class (0.2284, low category). The DETAK media was proven effective as scaffolding that facilitated active social interaction and investigation.Keywords: Case-Based Learning, DETAK Game Media, Critical Thinking Skills ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran berbasis kasus berbantuan media permainan DETAK (Detektif Akuntansi) terhadap kemampuan berpikir kritis peserta didik pada pembelajaran rekonsiliasi bank di SMK Negeri X. Penelitian ini menggunakan pendekatan kuantitatif dengan metode kuasi eksperimen non-equivalent control group design. Subjek penelitian ini adalah peserta didik kelas XI AKL, dengan sampel penelitian terdiri atas kelas XI AKL 1 (kelas eksperimen) dan XI AKL 2 (kelas kontrol) yang dipilih melalui cluster random sampling. Data dikumpulkan menggunakan instrumen tes esai berpikir kritis. Uji validitas instrumen tersebut secara konstruk diolah menggunakan IBM SPSS Statistic 25 dengan hasil 15 pertanyaan dinyatakan valid, serta uji reliabilitas menggunakan teknik Cronbach’s Alpha dengan hasil 0,931 yang dinyatakan reliabel. Analisis data melalui uji Independent Samples t-test menunjukkan adanya perbedaan yang signifikan (Sig. 2-tailed 0,000 < 0,05). N-Gain kelas eksperimen sebesar 0,5275 (kategori sedang) juga lebih tinggi dari kelas kontrol (0,2284, rendah). Media DETAK terbukti efektif menjadi scaffolding yang memfasilitasi interaksi sosial dan investigasi secara aktif.Kata kunci: Model Pembelajaran Berbasis Kasus, Media Permainan DETAK, Kemampuan Berpikir Kritis
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