EFKETIVITAS GAMIFIKASI: TEKA-TEKI DAN MISI LAPANGAN VIRTUAL UNTUK MENINGKATKAN KETERAMPILAN PEMECAHAN MASALAH DAN KESADARAN LINGKUNGAN SISWA SMP

Penulis

  • Mohamad Nor Aufa Universitas Muhammadiyah Palangka Raya
  • Muqor Rama Hasanah Universitas Muhammadiyah Palangka Raya
  • Gusti Nida Nurkhaliza Universitas Muhammadiyah Palangka Raya
  • Fathul Zannah Universitas Muhammadiyah Palangka Raya
  • Candra Anugerah Putra Universitas Muhammadiyah Palangka Raya
  • Yenny Warnida SMPN 12 Banjarmasin, Kalimantan Selatan
  • Banjir Banjir Universitas Muhammadiyah Palangka Raya
  • Selia Selia Universitas Muhammadiyah Palangka Raya
  • Erni Yaya Universitas Muhammadiyah Palangka Raya

DOI:

https://doi.org/10.20527/jbse.v6i1.349

Kata Kunci:

gamification, environmental awareness, problem-solving skills, puzzles, and virtual field missions.

Abstrak

Hasil menunjukkanpeningkatan signifikan pada kelompok eksperimen dengan gain score +17.55 (pemecahan masalah) dan+15.50 (kesadaran lingkungan), serta efek size (² > 0.38). Analisis MANOVA mengonfirmasi perbedaansignifikan antara kelompok eksperimen dan kontrol (p < 0.001, Wilks’ Lambda = 0.45).

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Diterbitkan

2025-05-09

Cara Mengutip

Aufa, M. N., Hasanah, M. R., Nurkhaliza, G. N., Zannah, F., Putra, C. A., Warnida, Y., Banjir, B., Selia, S., & Yaya, E. (2025). EFKETIVITAS GAMIFIKASI: TEKA-TEKI DAN MISI LAPANGAN VIRTUAL UNTUK MENINGKATKAN KETERAMPILAN PEMECAHAN MASALAH DAN KESADARAN LINGKUNGAN SISWA SMP. Journal of Banua Science Education, 6(1). https://doi.org/10.20527/jbse.v6i1.349

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