PENERAPAN MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUAN MEDIA SMART BOX INTERAKTIF UNTUK MENINGKATKAN KEAKTIFAN DAN KEMAMPUAN BERPIKIR KRITIS MURID PADA PEMBELAJARAN IPAS MATERI KERAGAMAN BUDAYA
Keywords:
Game-Based Learning, Smart Box, Critical Thinking, Active Participation, IPASAbstract
This research is motivated by low active engagement and critical thinking skills of fourth-grade students in IPAS on cultural diversity due to conventional learning. This study aims to improve student engagement and critical thinking through the Game-Based Learning (GBL) model assisted by interactive Smart Box media. The method used is Classroom Action Research (CAR) by Kemmis and McTaggart conducted in two cycles, involving 15 fourth-grade students at SD Telaga Cendekia in the 2025/2026 academic year. Data were collected via self-assessment questionnaires, observation sheets, and written tests, then analyzed descriptively. The results showed significant improvements. In the pre-cycle phase, classical mastery of critical thinking was only 53% (8 students). In Cycle I, the average score for student activity reached 82, critical thinking rose to 81 (86% classical mastery), and teacher implementation hit 91%. Optimal improvement occurred in Cycle II, where teacher implementation reached 100% and student activity remained very high. Students' critical thinking skills surged to a class average of 88.00 with 100% classical mastery, achieving 87% in the analysis indicator and 89% in the evaluation indicator (highly critical category). In conclusion, the GBL model assisted by interactive Smart Box media is highly effective in improving students' active engagement and critical thinking skills in IPAS learning on cultural diversity.
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