Destia Meilani, - (2024) AKSELERASI CRITICAL THINKING BAGI SISWA SMK DENGAN INTEGRASI PROBLEM BASED LEARNING DAN GAMIFIKASI. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Berdasarkan data rapot pendidikan 2023 pada salah satu SMK di Purwakarta terdapat penurunan aspek berpikir kritis dan kompetensi menalar, upaya untuk mengatasi permasalahan tersebut yaitu dengan menentukan model pembelajaran yang tepat dan berorientasi kepada siswa, salah satunya adalah PBL namun terdapat beberapa kelemahan dalam pengimplementasiannya sehingga peneliti memilih untuk mengintegrasikan dengan gamifikasi, tujuan dari penelitian ini untuk membuat desain pembelajaran integrasi PBL gamifikasi dan mengetahui efektivitas integrasi PBL gamifikasi terhadap critical thinking siswa. Penggunaan gamifikasi pada penelitian ini dengan memanfaatkan website educaplay, quizizz dengan menerapkan elemen gamifikasi berupa poin dan leaderboard. Menggunakan pendekatan kuantitatif, dengan menggunakan one group pretest posttest design, populasi pada penelitian ini adalah kelas X. instrumen yang digunakan berupa tes, berdasarkan hasil uji Wilcoxon memperoleh Asymp.Sig. (2-tailed) = 0,001 dimana angka tersebut kurang dari 0,05 yang menunjukan adanya efektivitas dalam pengintegrasian. Berdasarkan indikator dinyatakannya seseorang telah berpikir kritis, terdapat peningkatan dalam aspek focus, reason, situation dan clarity. ----- Based on the 2023 education report card data at one of the vocational schools in Purwakarta, there is a decrease in critical thinking aspects and reasoning competencies, efforts to overcome these problems are by determining the right and student-oriented learning model, one of which is PBL but there are several weaknesses in its implementation so that researchers choose to integrate it with gamification, the purpose of this study is to create a PBL gamification integration learning design and determine the effectiveness of PBL gamification integration on students' critical thinking. The use of gamification in this study by utilizing the educaplay website, quizizz by applying gamification elements in the form of points and leaderboards. Using a quantitative approach, using a one group pretest posttest design, the population in this study was class X. the instrument used was a test, based on the results of the Wilcoxon test obtained Asymp.Sig. (2-tailed) = 0.001 where the number is less than 0.05 which shows the effectiveness of integration. Based on the indicators that someone has been declared to have critical thinking, there is an increase in the aspects of focus, reason, situation and clarity.
Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.co.id/citations?view_op=new_articles&hl=en&imq=DESTIA+MEILANI# ID SINTA Dosen Pembimbing Rizki Hikmawan:6122897 Dian Permata Sari:6160445 |
Uncontrolled Keywords: | Pembelajaran berbasis masalah, gamifikasi, berpikir kritis. Problem based learning (PBL), gamification, critical thinking. |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education |
Divisions: | UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi |
Depositing User: | Destia Meilani |
Date Deposited: | 21 Aug 2024 08:19 |
Last Modified: | 21 Aug 2024 08:19 |
URI: | http://repository.upi.edu/id/eprint/120728 |
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