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