Utilizing Gamification Applications to Improve Students' Critical Thinking Skills
DOI:
https://doi.org/10.65789/belantara.v1i1.70Keywords:
Critical thinking, Gamification, Learning applicationsAbstract
Critical thinking skills are important abilities that need to be developed from elementary education, but in practice, these skills have not developed optimally. At SD Raudlatul Ulum Bojonegoro, learning is still dominated by conventional methods, causing students to tend to be passive and less trained in analyzing and solving problems. This study aims to describe the use of gamification-based learning applications in improving students' critical thinking skills. This study uses a qualitative approach with data collection techniques in the form of observation, interviews, and documentation. The data were analyzed descriptively through the stages of collection, grouping, and drawing conclusions. Research results show that the use of gamification applications can increase student engagement, the courage to express opinions, the ability to analyze problems, as well as reflection on the answers given. Learning becomes more interactive and challenging, thereby encouraging the development of students' critical thinking skills. The implications of this research indicate that gamification applications can be used as an alternative innovative learning strategy that is effective if supported by the role of teachers, careful learning planning, and adequate facilities.
Downloads
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 BELANTARA: Journal of Theory and Practice in Primary Education

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

