The Impact of Android Puzzle Adventure Games on Vocational Students' Critical Thinking

This research employed a quasi-experimental research design, involving an experimental group that received instruction through an Android-based puzzle adventure game and a control group that followed conventional learning methods. Data collection was conducted through pre-tests and post-tests to measure students' critical thinking skills across six dimensions: interpretation, analysis, evaluation, inference, explanation, and self-regulation. Statistical analysis confirmed the validity and reliability of the research instrument, with a Cronbach's Alpha value of 0.87, indicating high internal consistency. The results of the independent samples t-test showed a significant difference between the post-test scores of the experimental and control groups, with a p-value of 0.000 (p < 0.05). These findings confirm the positive impact of game-based learning on students' critical thinking skills. The research findings highlight the impact of educational games as an instructional tool in vocational education, enhancing student engagement and cognitive development. This study suggests that integrating Android-based games into the vocational curriculum can improve students' learning experiences and better prepare them for professional careers. Further research should explore the long-term impact of game-based learning and its adaptability across various vocational subjects.

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Publication Details

Journal
heritage
Published
2024-12-31
DOI
https://doi.org/10.35719/hrtg.v5i2.184
Citations
1
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.78

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article

The Impact of Android Puzzle Adventure Games on Vocational Students' Critical Thinking

Sri Widi Lestari, Khansha Sindra Irfani
1 citations
heritage
Educational Methods and Media Use
0.78
article

The Impact of Android Puzzle Adventure Games on Vocational Students' Critical Thinking

Sri Widi Lestari, Khansha Sindra Irfani
article en
1 citations

Abstract

This research employed a quasi-experimental research design, involving an experimental group that received instruction through an Android-based puzzle adventure game and a control group that followed conventional learning methods. Data collection was conducted through pre-tests and post-tests to measure students' critical thinking skills across six dimensions: interpretation, analysis, evaluation, inference, explanation, and self-regulation. Statistical analysis confirmed the validity and reliability of the research instrument, with a Cronbach's Alpha value of 0.87, indicating high internal consistency. The results of the independent samples t-test showed a significant difference between the post-test scores of the experimental and control groups, with a p-value of 0.000 (p < 0.05). These findings confirm the positive impact of game-based learning on students' critical thinking skills. The research findings highlight the impact of educational games as an instructional tool in vocational education, enhancing student engagement and cognitive development. This study suggests that integrating Android-based games into the vocational curriculum can improve students' learning experiences and better prepare them for professional careers. Further research should explore the long-term impact of game-based learning and its adaptability across various vocational subjects.

heritageVol. 5(2)
State University of Jakarta (ID)
Harvard University, Universitas Negeri Semarang
Quality Education
Openalex Percentile: Top 16%
Educational Methods and Media Use
0.78
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