The Application of Gimkit Gamification to the 4C Skills (Critical Thinking, Creativity, Collaboration, and Communication) of Accounting Students

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Authors: Naila Khafiyya Majid, Dudung Ma’ruf Nuris
Cited by: 0
References: 7

Abstract

This study aims to analyze the influence of the gamification- based platform Gimkit on the development of 21st-century skills, namely critical thinking, creativity, collaboration, and communication (4C), among accounting students at SMK Negeri 1 Malang in the context of tax education. Using a quantitative approach with a quasi-experimental design, data were collected through a close-ended questionnaire and documentation. The sample consisted of 105 students selected through purposive sampling. Data analysis was conducted using simple linear regression for each dependent variable (4C), supported by validity and reliability tests, as well as classical assumption tests. The results showed that Gimkit had a significant and positive impact on students’ 4C skills. It enhanced students’ critical thinking through analytical activities, stimulated creativity with flexible learning strategies, and improved collaboration and communication through group-based gameplay. Despite a non-normal data distribution, the findings indicate that Gimkit is an effective and engaging tool for supporting contextual learning and soft skill development in vocational education.

Fields of Study & Subjects

Educational Games and Gamification Accounting Education and Careers Educational Methods and Outcomes

Publication details

Journal / source
KnE Social Sciences
Volume
11
Issue
2
Publication date
13 February 2026
Language
EN