Jurnal pengembangan pendidikan akuntansi dan keuangan
Vol 6, No 2 (2025): JPPAK

MODEL PROBLEM BASED LEARNING BERBASIS GAMIFIKASI PENGARUHNYA TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA

Ninis Nur Cahyanti (Pendidikan Akuntansi, FKIP Universitas Sebelas Maret, Jl. Ir. Sutami No. 36A, Surakarta, Indonesia)
Sri Sumaryati (Pendidikan Akuntansi, FKIP Universitas Sebelas Maret, Jl. Ir. Sutami No. 36A, Surakarta, Indonesia)



Article Info

Publish Date
01 Jan 2025

Abstract

This study aimed to analyze the effect of the gamification-based Problem Based Learning (PBL) model on students' critical thinking skills in commercial accounting learning. The approach used in this research was a quasi-experimental design with a nonequivalent control group design. The research sub jects consisted of two 11th grade Financial Accounting (AKL) classes at a vocational school in Surakar ta, which were selected using simple random sampling. The results of the data analysis showed that the application of the gamification-based PBL model had a significant effect on improving students' critical thinking skills. This was supported by the independent sample t-test with a significance value of 0.010 and the paired sample t-test with a significance value of 0.000, both of which were less than 0.05. In ad dition, the N-Gain value indicated an improvement in students' critical thinking skills in the moderate category.Keywords: Critical Thinking Skills; Gamification; Problem Based Learning

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Journal Info

Abbrev

jppak

Publisher

Subject

Economics, Econometrics & Finance Education

Description

JPPAK : Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan diterbitkan oleh Program Studi Pendidikan Akuntansi, Fakultas Keguruan dan Ilmu Pendidikan, Sebelas Maret University. Jurnal ini merupakan media komunikasi ilmiah di bidang akuntansi dan pendidikan yang terbit 2 (dua) kali dalam setahun. ...