IMPLEMENTASI GAMES BASED LEARNING UNTUK MENINGKATKAN DAYA INGAT DAN BERPIKIR KRITIS SISWA DALAM PEMBELAJARAN SEJARAH DI SMK TUNAS PEMBANGUNAN

GHALIH PURWO PANGESTU, . (2026) IMPLEMENTASI GAMES BASED LEARNING UNTUK MENINGKATKAN DAYA INGAT DAN BERPIKIR KRITIS SISWA DALAM PEMBELAJARAN SEJARAH DI SMK TUNAS PEMBANGUNAN. Magister thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengkaji implementasi games based learning dalam pembelajaran sejarah di SMK Tunas Pembangunan serta kontribusinya terhadap peningkatan daya ingat dan kemampuan berpikir kritis peserta didik. Latar belakang penelitian berangkat dari perkembangan teknologi pendidikan abad ke-21 yang mendorong guru menghadirkan inovasi pembelajaran berbasis digital agar proses belajar lebih interaktif, partisipatif, dan sesuai dengan karakteristik peserta didik masa kini. Penelitian menggunakan pendekatan kualitatif dengan metode studi kasus. Data diperoleh melalui observasi, wawancara, dan kajian dokumen pada peserta didik kelas XI Akuntansi dan XI Manajemen Perkantoran. Dalam pelaksanaannya, guru memanfaatkan Canva sebagai media presentasi visual interaktif yang memuat desain, animasi, dan video pembelajaran sejarah. Setelah penyampaian materi, peserta didik mengikuti pembelajaran berbasis permainan melalui aplikasi Wordwall menggunakan model crossword puzzle dan word search pada materi Restorasi Meiji serta Proklamasi Kemerdekaan Indonesia tahun 1945. Hasil penelitian menunjukkan bahwa implementasi games based learning mampu menciptakan suasana pembelajaran yang lebih aktif, komunikatif, dan menyenangkan. Penggunaan Canva membantu peserta didik lebih fokus memahami materi, sedangkan Wordwall mendorong peserta didik aktif berdiskusi, bekerja sama, serta melatih kemampuan recall yang berkontribusi terhadap penguatan daya ingat. Selain itu, peserta didik juga menunjukkan perkembangan kemampuan berpikir kritis melalui aktivitas analisis hubungan sebab-akibat dan interpretasi peristiwa sejarah. Dengan demikian, games based learning berbasis Wordwall dapat menjadi inovasi pembelajaran sejarah yang relevan untuk mendukung pengembangan kemampuan berpikir kritis dan daya ingat peserta didik di era digital. **** This study aims to examine the implementation of Games-Based Learning (GBL) in history instruction at SMK Tunas Pembangunan and its contribution to enhancing students' memory retention and critical thinking skills. The study is grounded in the rapid advancement of educational technology in the twenty-first century, which requires teachers to integrate innovative digital learning approaches that promote interactive, participatory, and learner-centered classroom experiences aligned with the characteristics of today's students.This research employed a qualitative approach using a case study design. Data were collected through classroom observations, semi-structured interviews, and document analysis involving eleventh-grade students from the Accounting and Office Management programs. During the instructional process, the teacher utilized Canva as an interactive visual presentation medium incorporating graphic design, animations, and instructional videos to support history learning. Following the presentation of the learning materials, students participated in game-based activities using the Wordwall platform, specifically through crossword puzzle and word search games focusing on the topics of the Meiji Restoration and the Proclamation of Indonesian Independence in 1945. The findings indicate that the implementation of Games-Based Learning created a more active, interactive, and enjoyable learning environment. The use of Canva helped students maintain attention and develop a clearer understanding of historical concepts, while Wordwall encouraged collaborative discussion, active participation, and retrieval practice that strengthened students' memory retention. Furthermore, students demonstrated improved critical thinking skills through their ability to analyze cause-and-effect relationships and interpret historical events critically. Therefore, Wordwall-based Games-Based Learning represents an effective instructional innovation for history education that supports the development of students' memory retention and critical thinking skills in the digital era.

Item Type: Thesis (Magister)
Additional Information: 1). Prof. Dr. Budiaman, M.Si; 2). Dr. Nurzengky Ibrahim, M.M.
Subjects: Ilmu Sejarah > Kronologis Sejarah
Ilmu Sosial > Ilmu Sosial (Umum)
Pendidikan > Teori, Penelitian Pendidikan
Pendidikan > Pendidikan Kejuruan dan Sekolah Kejuruan
Pendidikan > Media Pembelajaran
Divisions: FIS > S2 Pendidikan Sejarah
Depositing User: Ghalih Purwo Pangestu .
Date Deposited: 04 Aug 2026 02:18
Last Modified: 04 Aug 2026 02:18
URI: http://repository.unj.ac.id/id/eprint/68341

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