Optimalisasi Pembelajaran Berbasis Gamifikasi Untuk Mengembangkan Kemampuan Berpikir Kritis Dan Kolaborasi Siswa Sekolah Dasar

Authors

  • Jusman Jusman Universitas Muhammadiyah Bone Author

DOI:

https://doi.org/10.64690/jhuse.v2i7.943

Keywords:

Gamification, Critical Thinking, Collaboration, Elementary School, Learning

Abstract

This study aimed to analyze the optimization of gamification-based learning in developing the critical thinking and collaboration skills of fourth-grade students at SD Negeri 22 Pulau Kanalo. The study employed a quantitative approach with a pre-experimental one-group pretest-posttest design. The participants were 11 fourth-grade students. Data were collected using a critical thinking test and a collaboration observation sheet administered before and after the implementation of gamification-based learning. Data analysis included descriptive statistics, the Shapiro-Wilk normality test, homogeneity testing as supporting analysis, a paired-samples t-test, N-Gain analysis, and effect size analysis. The findings showed that students’ critical thinking skills increased from a pretest mean score of 59.82 to a posttest mean score of 81.45. The paired-samples t-test resulted in t = -12.03, df = 10, with a significance value of < 0.001, indicating a statistically significant change following the implementation of gamification-based learning. The N-Gain score was 0.54, categorized as moderate, while the effect size of 3.63 indicated a very large effect. Students’ collaboration skills also increased from a pretest mean score of 62.36 to a posttest mean score of 84.18. The paired-samples t-test produced t = -11.10, df = 10, with a significance value of < 0.001. The N-Gain score of 0.58 was categorized as moderate, while the effect size of 3.35 indicated a very large effect. Improvements were observed across indicators of analysis, evaluation, reasoning, drawing conclusions, problem solving, cooperation, communication, participation, responsibility, contribution, and respect for peers’ opinions. These findings indicate that gamification-based learning can support the development of elementary students’ critical thinking and collaboration skills.

Downloads

Download data is not yet available.

References

Abbassyakhrin, A., Setyosari, P., Zubaidah, S., & Sulton, S. (2024). Gamification and academic ability impact on students’ meta-cognition and critical thinking skills. Research and Development in Education (RaDEn), 4(1), 127–137. www.doi.org/10.22219/raden.v4i1.32126

Aditya, U. B., & Wahyudi, W. (2024). Implementasi Teams Games Tournament untuk meningkatkan keterampilan kolaborasi siswa sekolah dasar. Scholaria: Jurnal Pendidikan dan Kebudayaan, 14(1), 88–97. www.doi.org/10.24246/j.js.2024.v14.i01.p88-97

Aritonang, A. A., & Irvan. (2025). Effectiveness of Quizizz gamification mastery peak model on critical thinking and collaboration skills of junior high school students. Journal of Mathematics Education and Application, 4(2), 86–95. www.doi.org/10.30596/jmea.v4i2.20552

Astuti, K. D., Hadi, M. S., & Eminita, V. (2026). Pengaruh strategi gamifikasi dengan pendekatan pembelajaran mendalam terhadap kemampuan berpikir kritis siswa SD kelas V Kecamatan Waru. Pendas: Jurnal Ilmiah Pendidikan Dasar. www.doi.org/10.23969/jp.v11i01.41912

Butarbutar, W. A., & Cerya, E. (2025). Pengaruh model pembelajaran problem based learning berbasis gamification terhadap kemampuan berpikir kritis peserta didik pada mata pelajaran ekonomi. Jurnal Education and Development, 13(3), 331–335. www.doi.org/10.37081/ed.v13i3.7530

Chávez Suárez, J. M., Washington Ríos, O. R., Reyes, V. M., Sequera Morales, A. G., & Davelouis Casana, P. F. (2024). Effects of gamification on critical thinking in elementary school students. Prohominum, 6(4), 110–120. www.doi.org/10.47606/ACVEN/PH0289

Creswell, J. W., & Creswell, J. D. (2022). Research design: Qualitative, quantitative, and mixed methods approaches (6th ed.). SAGE Publications.

Fatmaryanti, S. D., Ashari, Akhdinirwanto, R. W., Maftukhin, A., & Sapti, M. (2024). Learning training with gamification to improve students’ collaboration skills at Seboropasar Elementary School in Purworejo. ABDIMAS: Jurnal Pengabdian Masyarakat, 7(1), 265–270. www.doi.org/10.35568/abdimas.v7i1.4259

Field, A. (2024). Discovering statistics using IBM SPSS Statistics (6th ed.). SAGE Publications.

Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2022). How to design and evaluate research in education (11th ed.). McGraw Hill.

Koten, G. J. L., Munzil, & Utama, C. (2023). Improving critical thinking skills of elementary school students: Project based learning vs gamification-based group investigation. Journal for Lesson and Learning Studies, 6(2), 311–320. www.doi.org/10.23887/jlls.v6i2.60680

Kurniawan, W. Y., Yulianto, A., Sarwi, Subali, B., & Avrilianda, D. (2025). Implementation of gamification-based media and its implications for collaborative learning in elementary schools. Paedagoria: Jurnal Kajian, Penelitian dan Pengembangan Kependidikan, 16(2), 137–144. www.doi.org/10.31764/paedagoria.v16i2.28659

Lestari, A. M., & Hidayati, K. (2026). The effect of culturally responsive teaching supported by gamification on students' critical thinking skills. Indonesian Journal of Mathematics Education, 9(1), 9–19. www.doi.org/10.31002/ijome.v9i1.2751

Margiyati, S., Rakhmawati, D., & Ngatmini, N. (2026). The effect of Wordwall gamification on students’ motivation and critical thinking in ratio material. Indonesian Journal of Educational Development, 7(2), 570–582. www.doi.org/10.59672/ijed.v7i2.6823

Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of gamification on motivations of elementary school students: An action research field experiment. Simulation & Gaming, 55(4), 600–636. www.doi.org/10.1177/10468781241237389

Mustikasari, L., & Yugopuspito, P. (2024). The effect of gamification implementation on collaboration skills, engagement, and learning achievement of students in class X SMA XYZ. Eduvest: Journal of Universal Studies, 4(10). www.doi.org/10.59188/eduvest.v4i10.1781

Norfadila, B., Kawuryan, S. P., & Saptono, B. (2024). The effectiveness of Team Games Tournament in improving students’ collaborative abilities. Jurnal Ilmiah Sekolah Dasar, 8(3), 466–475. www.doi.org/10.23887/jisd.v8i3.69255

Nopianti, R., Jaenudin, D., & Hendriana, H. (2026). Kahoot-based gamified learning media integrated with problem-based learning to enhance elementary school students’ critical thinking and learning motivation. Indonesian Journal of Science and Mathematics Education, 9(1), 247–261. www.doi.org/10.24042/ijsme.v9i1.30912

Nurohman, S., Prakasita, A. R., Rahmawati, L., Maryanto, A., Tyas, R. A., & Borhan, M. T. B. (2025). Classcraft gamified problem-based learning: How does it enhance collaboration and critical thinking skills? Jurnal Pendidikan Sains Indonesia, 13(1), 100–111. www.doi.org/10.24815/jpsi.v13i1.41748

Rahmawati, N., Makkasau, A., & Raihan, S. (2023). Pengaruh penerapan model problem based learning berbasis gamifikasi terhadap hasil belajar siswa kelas III sekolah dasar. Pinisi Journal of Science & Technology, 5(1), 105–118. www.doi.org/10.24252/pjst.v5i1.31247

Safitri, N. E., Budiyono, B., Subali, B., & Widiyatmoko, A. (2025). Gamification approaches to enhance critical thinking skills in elementary education: A literature review (2020–2025). Jurnal Penelitian Ilmu Pendidikan, 18(1), 13–22. www.doi.org/10.21831/jpip.v17i1.91205

Salkind, N. J., & Frey, B. B. (2025). Statistics for people who (think they) hate statistics (8th ed.). SAGE Publications.

Saqjuddin, S., Parisu, C. Z. L., & Saputra, E. E. (2025). The transformation of Pancasila education in elementary schools through deep learning focused on 21st century competencies. Indonesian Journal of Primary Education, 9(2), 17–26. www.doi.org/10.17509/ijpe.v9i2.92326

Situmorang, D., & Sipahutar, H. (2026). Gamification-assisted project-based learning in biology education: Critical thinking and collaboration among students in urban Medan, Indonesia. Biosfer: Jurnal Pendidikan Biologi, 19(1), 396–404. www.doi.org/10.21009/biosferjpb.62892

Sujarwo, F., Sariyatun, & Rejekiningsih, T. (2023). Interactive mobile learning-based gamification to improve the collaboration skills of 11th grade students in high school. Journal of Education Technology, 7(3), 400–410. www.doi.org/10.23887/jet.v7i3.63210

Sulisworo, D., Maryani, I., Mastul, A. H., & Kusumaningtyas, D. A. (2024). Incorporating gamified elements into mobile learning to enhance critical thinking skills. Jurnal Pendidikan Progresif, 14(1), 237–248. www.doi.org/10.23960/jpp.v14.i1.202418

Wibisono, F. C., Wahyudin, D., & Yogiarni, T. (2024). The effect of gamification learning model to improve students’ critical thinking skills in elementary school science and social subjects. Educational Studies and Research Journal, 1(2), 82–86. www.doi.org/10.5281/zenodo.12579237

Downloads

Published

2026-09-30

How to Cite

Jusman Jusman. (2026). Optimalisasi Pembelajaran Berbasis Gamifikasi Untuk Mengembangkan Kemampuan Berpikir Kritis Dan Kolaborasi Siswa Sekolah Dasar. Journal of Humanities, Social Sciences, and Education, 2(7), 32 – 48. https://doi.org/10.64690/jhuse.v2i7.943