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

Ninis Nur Cahyanti, Sri Sumaryati, Sri Sumaryati

Abstract


ABSTRACT

This study aims to analyze the effect of implementing a gamification-based Problem
Based Learning (PBL) model on students' critical thinking skills in commercial accounting
learning. This study uses a quasi-experimental approach with a nonequivalent control group
design. The research subjects consisted of two 11th grade Financial Accounting Institutions
(AKL) classes at SMK Negeri 6 Surakarta, which were selected using simple random sampling.
The results of the data analysis show that the application of the gamification-based PBL model
has a significant effect on improving students' critical thinking skills. This was proven through
an independent sample t-test with a significance value of 0.010 and a paired sample t-test with
a significance value of 0.000, both of which were less than 0.05. In addition, the N-Gain
calculation results showed an increase in critical thinking skills in the moderate category.
Keywords: Problem Based Learning, Gamification, Critical Thinking Skills

ABSTRAK

Penelitian ini bertujuan untuk menganalisis pengaruh penerapan model Problem Based
Learning (PBL) berbasis gamifikasi terhadap kemampuan berpikir kritis siswa pada
pembelajaran akuntansi perusahaan dagang. Penelitian ini menggunakan pendekatan quasi
experiment dengan desain nonequivalent control group design. Subjek penelitian terdiri atas
dua kelas XI Akuntansi Keuangan Lembaga (AKL) di SMK Negeri 6 Surakarta yang dipilih
melalui teknik simple random sampling. Hasil analisis data menunjukkan bahwa penerapan
model PBL berbasis gamifikasi memberikan pengaruh signifikan terhadap peningkatan
kemampuan berpikir kritis siswa. Hal tersebut dibuktikan melalui uji independent sample t-test
dengan nilai signifikansi sebesar 0,010 serta uji paired sample t-test dengan nilai signifikansi
0,000, keduanya lebih kecil dari 0,05. Selain itu, hasil perhitungan N-Gain menunjukkan
adanya peningkatan kemampuan berpikir kritis pada kategori sedang.
Kata kunci : Problem Based Learning, Gamifikasi, Kemampuan Berpikir Kritis


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DOI: https://doi.org/10.20961/jppak.v6i2.121821

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