PENGARUH GAME-BASED LEARNING (GBL) BERBASIS ETNOSAINS "CAMCIE BIEBET" TERHADAP BERPIKIR KRITIS DAN MINAT BELAJAR SISWA SEKOLAH DASAR
DOI:
https://doi.org/10.24114/kk6v6t16Abstract
Abstract: This study aims to determine the effect of Game-Based Learning (GBL) based on the ethnoscience "Camcie Biebet" on the critical thinking and learning interest of fifth-grade elementary school students on ecosystem material. This quantitative study employed a quasi-experimental method with a one-group pretest-posttest design involving 30 students. The instruments used were tests, questionnaires, and observations. The results showed that GBL had a significant effect on critical thinking (Asymp. Sig. = 0.000) with an N-Gain of 0.82 (high category) and on learning interest (Asymp. Sig. = 0.000). This study concludes that ethnoscience-based GBL through traditional games significantly improves elementary school students' critical thinking and learning interest.
Keyword: Game-Based Learning, Ethnoscience, Camcie Biebet, Critical Thinking, Learning Interest
Abstrak: Penelitian ini bertujuan mengetahui pengaruh Game-Based Learning (GBL) berbasis etnosains “Camcie Biebet” terhadap berpikir kritis dan minat belajar siswa kelas V SD pada materi ekosistem. Penelitian kuantitatif dengan metode quasi experiment dan desain one-group pretest-posttest melibatkan 30 siswa. Instrumen meliputi tes, angket, dan observasi. Hasil menunjukkan GBL berpengaruh signifikan terhadap berpikir kritis (Asymp. Sig. = 0,000) dengan N-Gain 0,82 (kategori tinggi) dan terhadap minat belajar (Asymp. Sig. = 0,000). Simpulan penelitian ini adalah GBL berbasis etnosains melalui permainan tradisional berpengaruh signifikan terhadap peningkatan berpikir kritis dan minat belajar siswa SD.
Kata Kunci: Game-Based Learning, Etnosains, Camcie Biebet, Berpikir Kritis, Minat Belajar
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