Peningkatan Kemampuan Berpikir Analitik Siswa melalui Elaborasi Permainan Bugis Ma’benteng Terintegrasi 4C Skills Berbasis Android
Abstract
Abstract: One of the abilities students need to succeed in the 21st century is the ability for analytical thinking. High Order Thinking Skills (HOTS), which include the capacity of students to organize various components and then connect these components to be employed in the problem-solving process, include the capacity to think analytically. However, students now have relatively poor analytical thinking abilities. This study looks as how the integrated Bugis Ma'benteng game learning technique 4C Skills can help students develop their analytical thinking abilities. This study's methodology uses a non-equivalent control group design in a quasi-experimental setting. Class XI students made up the entire population of this study, which was carried out at SMA Negeri 19 Bone. a sample made up of two classes: class XI MIPA 1 (25 students), which served as the experimental class, and class XI MIPA 3 (25 students), which served as the control class. Non-probability sampling with a purposive sampling type is the sampling method used. The experimental class' performance significantly improved, with a gain score of 0.81, or 81%, proving that the 4C Skills-integrated teaching technique of the Android game Bugis Ma'benteng can help students' analytical thinking abilities.
Abstrak: Salah satu kemampuan yang dibutuhkan siswa dalam menghadapi abad 21, yaitu kemampuan berpikir Analitik. Kemampuan berpikir analitik merupakan bagian dari High Order Thinking Skills (HOTS) yaitu kemampuan siswa dalam mengelompokkan beberapa elemen kemudian menghubungkan elemen-elemen tersebut untuk digunakan pada proses penyelesaian masalah termasuk fenomena kehidupan sehari-hari. Namun, saat ini kemampuan berpikir analitik siswa masih sangat rendah. Penelitian ini bertujuan untuk melihat bagaimana peningkatan kemampuan berpikir analitik siswa melalui implementasi strategi pembelajaran permainan Bugis Ma’benteng terintegrasi 4C Skills. Metode penelitian ini adalah quasi eksperimental dengan bentuk non-equivalent control group design. Penelitian ini dilaksanakan di SMA Negeri 19 Bone dimana populasi dalam penelitian ini adalah seluruh siswa kelas XI, dengan sampel penelitian terdiri dari dua kelas yaitu kelas XI MIPA 1 sebanyak 25 siswa sebagai kelas eksperimen dan kelas XI MIPA 3 sebanyak 25 siswa sebagai kelas kontrol. Teknik pengambilan sampel non-probability sampling dengan jenis purposive sampling. Hasil penelitian menunjukan peningkatan yang signifikan pada kelas eksperimen dengan nilai gain score sebesar 0,81 atau 81% yang menunjukkan bahwa strategi pembelajaran permainan Bugis Ma’benteng terintegrasi 4C Skills berbasis android dapat meningkatkan kemampuan berpikir analitik.
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