Vol. 1 No. 1 (2024): Journal of Applied Educational Study
Articles

Problem-Based Learning with Gamification-based: Improving Critical Thinking Skills and Indonesian Learning Outcomes for Seventh Graders of SMPN 1 Jatiroto

Titin Tri Suhartini
SMPN 1 Jatiroto

Published 25-10-2024

Keywords

  • Problem-based learning,
  • gamification,
  • critical thinking skills,
  • bahasa Indonesia course learning outcomes,
  • seventh graders

Abstract

Critical thinking skills are a foundational factor in student learning that can enhance academic achievement. However, the seventh-grade students at SMPN 1 Jatiroto exhibit low academic performance and underdeveloped critical thinking skills. Analysis shows that problem-based learning combined with gamification can improve both aspects. Therefore, this study aims to address the low academic performance and critical thinking skills of the seventh-grade students at SMPN 1 Jatiroto by implementing a problem-based learning and gamification strategy. This classroom action research involved 34 students from class 7B in the 2022/2023 academic year. Using a descriptive quantitative approach, the study was concluded after two cycles, as the success indicators had been met. The results indicate that the issues faced by the seventh-grade students at SMPN 1 Jatiroto can be resolved by employing a combination of these two strategies for optimal outcomes. Given that this study was not conducted in consecutive sessions, future research could address this gap by implementing the intervention over consecutive meetings with a wider variety of materials.