EFEKTIFITAS PENGGUNAAN GAME EDUKATIF UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA PEMBELAJARAN IPAS SISWA KELAS III SEKOLAH DASAR

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Authors: Siti Maulida Zulaihah, Septina Rahmawati, Yoga Awalludin Nugraha, Dhina Cahya Rohim, Devy Aufia Abshor
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Abstract

The low level of active involvement and the suboptimal use of interactive media in science learning in elementary schools have triggered the need for media innovations that can stimulate students' critical thinking skills, especially in energy material. This study aims to test the effectiveness of using Canva-based educational games as an alternative visual and interactive learning media. Using a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design type, this study involved 59 third-grade students divided into experimental and control classes. Data analysis was carried out through prerequisite tests and hypothesis testing using the Independent Sample t-test, which produced a significance value (2-tailed) of 0.000 (

Fields of Study & Subjects

Educational Games and Gamification Educational Methods and Outcomes STEM Education

Publication details

Journal / source
ELEMENTARY Jurnal Inovasi Pendidikan Dasar
Volume
6
Issue
1
Pages
143–152
Publication date
28 January 2026