The 5E Learning Cycle: A Pathway to Better Science Problem-Solving Skills through Classcraft Gamification

Problem-solving skills are essential for students to navigate both academic challenges and real-world situations effectively. However, many junior high school students struggle to develop these skills, particularly in science education. This study aims to explore the effects of gamification, using Classcraft, integrated into the 5E Learning Cycle model on the science problem-solving skills of seventh-grade students. Conducted as a quasi-experimental study with a non-equivalent control group pretest-posttest design, the research involved a cluster random sample of public junior high schools in Yogyakarta. A pretest-posttest problem-solving skills test was administered, with instruments validated using Pearson correlation and reliability measured through Cronbach's alpha. Data analysis employed independent sample t-tests and effect size to determine the impact of the intervention. The results demonstrate that Classcraft-assisted gamification within the 5E Learning Cycle significantly enhances students' problem-solving abilities. This suggests that integrating gamification into instructional models not only boosts engagement but also fosters critical thinking skills crucial for everyday decision-making and problem resolution, thereby equipping students with practical skills applicable to real-life situations.

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Publication Details

Journal
Jurnal Penelitian Pendidikan IPA
Published
2024-12-31
DOI
https://doi.org/10.29303/jppipa.v10i12.9344
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79

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article

The 5E Learning Cycle: A Pathway to Better Science Problem-Solving Skills through Classcraft Gamification

Sabar Nurohman, Rizki Arumning Tyas, Makmum Makmudah
1 citations
Jurnal Penelitian Pendidikan IPA
Educational Games and Gamification
0.79
article

The 5E Learning Cycle: A Pathway to Better Science Problem-Solving Skills through Classcraft Gamification

Sabar Nurohman, Rizki Arumning Tyas, Makmum Makmudah
article en
1 citations

Abstract

Problem-solving skills are essential for students to navigate both academic challenges and real-world situations effectively. However, many junior high school students struggle to develop these skills, particularly in science education. This study aims to explore the effects of gamification, using Classcraft, integrated into the 5E Learning Cycle model on the science problem-solving skills of seventh-grade students. Conducted as a quasi-experimental study with a non-equivalent control group pretest-posttest design, the research involved a cluster random sample of public junior high schools in Yogyakarta. A pretest-posttest problem-solving skills test was administered, with instruments validated using Pearson correlation and reliability measured through Cronbach's alpha. Data analysis employed independent sample t-tests and effect size to determine the impact of the intervention. The results demonstrate that Classcraft-assisted gamification within the 5E Learning Cycle significantly enhances students' problem-solving abilities. This suggests that integrating gamification into instructional models not only boosts engagement but also fosters critical thinking skills crucial for everyday decision-making and problem resolution, thereby equipping students with practical skills applicable to real-life situations.

Jurnal Penelitian Pendidikan IPAVol. 10(12)
Yogyakarta State University (ID)
Universitas Negeri Yogyakarta
Peace, Justice and strong institutions
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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