PENGARUH PENGGUNAAN GAME BEST LEARNING ( GBL) DENGAN APLIKASI ASSEMBLR EDU TERHADAP KETERAMPILAN DIGITAL DAN BERPIKIR KRITIS SISWA SD PADA MATA PELAJARAN MATEMATIKA

Winarti, Sri (2026) PENGARUH PENGGUNAAN GAME BEST LEARNING ( GBL) DENGAN APLIKASI ASSEMBLR EDU TERHADAP KETERAMPILAN DIGITAL DAN BERPIKIR KRITIS SISWA SD PADA MATA PELAJARAN MATEMATIKA. S2 thesis, UNIVERSITAS PGRI MADIUN.

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Abstract

Sri Winarti. 2026. under the supervision of Dr. Supri Wahyudi Utomo, M.Pd. as Advisor I and Prof. Dr. Marheny Lukitasari, M.Pd. as Advisor II, conducted a study aimed at determining the effect of implementing Game Best Learning (GBL) using the Assemblr Edu application on elementary school students’ digital skills and critical thinking skills in Mathematics. This research was motivated by the demands of 21st-century learning, which emphasize the importance of mastering digital skills and critical thinking abilities from the elementary education level. The study employed a quantitative approach with an experimental method and a quasi-experimental design involving an experimental group and a control group. The research subjects were fourth-grade students of SDN Sidorejo 01 and SDN Sidorejo 02. The instruments used included a critical thinking skills test and a digital skills questionnaire, while the data were analyzed using statistical tests to determine differences and the effect of GBL based on Assemblr Edu on the variables studied. The results indicated that the use of Game Best Learning (GBL) with the Assemblr Edu application had a significant effect on improving students’ digital skills and critical thinking skills in Mathematics. Students who participated in learning through GBL based on Assemblr Edu demonstrated more active engagement in the learning process, deeper conceptual understanding, and higher abilities in analyzing and solving problems compared to those who experienced conventional learning methods. Therefore, it can be concluded that the implementation of GBL with the Assemblr Edu application is effective as an innovative alternative for Mathematics instruction in elementary schools. Keywords: Game Best Learning, Assemblr Edu, digital skills, critical thinking, Elementary Mathematics.

Item Type: Thesis/Skripsi/Tugas Akhir (S2)
Kata Kunci: Game Best Learning, Assemblr Edu, digital skills, critical thinking, Elementary Mathematics.
Subjects: L Education > L Education (General)
Divisions: Fakultas Pascasarjana > Pascasarjana Pendidikan Dasar
Depositing User: SRI WINARTI SRI
Date Deposited: 02 Apr 2026 03:14
Last Modified: 02 Apr 2026 03:14
URI: http://eprint.unipma.ac.id/id/eprint/7192

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