Classcraft Gamified Problem-Based Learning: How Does It Enhance Collaboration and Critical Thinking Skills?
Abstract
Conventional science education often fails to develop essential critical thinking and collaboration skills among students. This study investigates the impact of problem-based learning (PBL) augmented by classcraft gamification on enhancing these competencies. Utilizing an experimental design with a nonequivalent control group, data were gathered through pretests, posttests, and collaboration questionnaires. Analysis involved independent sample t-tests, Manova, and effect size calculations. The independent sample t-test demonstrated a significant difference between the experimental and control groups (p = 0.000 < 0.05), highlighting the intervention's effectiveness. Additionally, MANOVA results confirmed that the PBL model using classcraft significantly influenced both critical thinking and collaboration skills. With effect sizes of 1.78 and 1.48, the intervention was categorized as having a very high impact. These findings indicate that incorporating classcraft gamification into PBL not only enhances students' critical thinking and collaboration but also promotes a more engaging learning atmosphere. The implications of this study suggest a transformative approach to science education, encouraging educators to embrace innovative methods that cultivate vital 21st-century skills in students. By leveraging gamified learning experiences, educators can better prepare students for the complexities of modern problem-solving and teamwork
Keywords
Full Text:
PDFReferences
Algayres, M., & Triantafyllou, E. (2020). An Educational Model for Integrating Game-Based and Problem-Based Learning in Data-Driven Flipped Classrooms. In Lecture Notes in Computer Science (pp. 145–154). https://doi.org/10.1007/978-3-030-38778-5_17
Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis. Journal of Information Technology Education: Research, 18, 395–417. https://doi.org/10.28945/4417
Anazifa, R. D., & Djukri. (2017). Project-Based Learning and Problem-Based Learning: Are They Effective to Improve Students’ Thinking Skills? Jurnal Pendidikan IPA Indonesia, 6(2), 346–355. https://doi.org/10.15294/jpii.v6i2.11100
Apriyani, L., Nurlaelah, I., & Setiawati, I. (2017). Penerapan model PBL untuk meningkatkan keterampilan berpikir kritis ditinjau dari kemampuan akademik siswa pada materi biologi. Quagga: Jurnal Pendidikan Dan Biologi, 9(1).
Arinta, R. R., Suyoto, S., & Emanuel, A. W. R. (2020). Effectiveness of Gamification for Flood Emergency Planning in the Disaster Risk Reduction Area. International Journal of Engineering Pedagogy (IJEP), 10(4), 108. https://doi.org/10.3991/ijep.v10i4.13145
Boom-Cárcamo, E., Buelvas-Gutiérrez, L., Acosta-Oñate, L., & Boom-Cárcamo, D. (2024). Gamification and problem-based learning (PBL): Development of creativity in the teaching-learning process of mathematics in university students. Thinking Skills and Creativity, 53, 101614. https://doi.org/10.1016/j.tsc.2024.101614
Borhan, M. T., Saleh, S., Li, A. T. S., & Ong, E. T. (2020). Readiness in Implementing Student-centred Learning (SCL): An Insight to Developing a Problem-based Learning (PBL) Module. Universal Journal of Educational Research, 8(1), 119–126. https://doi.org/10.13189/ujer.2020.080114
Chen, M. A., Hwang, G., & Chang, Y. (2019). A reflective thinking‐promoting approach to enhancing graduate students’ flipped learning engagement, participation behaviors, reflective thinking and project learning outcomes. British Journal of Educational Technology, 50(5), 2288–2307. https://doi.org/10.1111/bjet.12823
Čubela, D., Rossner, A., & Neis, P. (2023). Using Problem-Based Learning and Gamification as a Catalyst for Student Engagement in Data-Driven Engineering Education: A Report. Education Sciences, 13(12), 1223. https://doi.org/10.3390/educsci13121223
Duncan, K. J. (2020). Examining the Effects of Immersive Game-Based Learning on Student Engagement and the Development of Collaboration, Communication, Creativity and Critical Thinking. TechTrends, 64(3), 514–524. https://doi.org/10.1007/s11528-020-00500-9
Ennis, R. H. (2011). The Nature of Critical Thinking: An Outline of Critical Thinking Dispositions and Abilities. University of Illinois.
Etherington, M. B., & Etherington, M. (2011). Investigative Primary Science: A Problem-based Learning Approach. Australian Journal of Teacher Education, 36(9). http://ro.ecu.edu.au/ajte/vol36/iss9/4Availableat:http://ro.ecu.edu.au/ajte/vol36/iss9/4
Fadilah, S. I., Kardi, S., & Supardi, Z. A. I. (2017). PENGEMBANGAN PERANGKAT PEMBELAJARAN BIOLOGI BERBASIS INKUIRI MATERI SISTEM EKSKRESI MANUSIA UNTUK MELATIH KETERAMPILAN BERPIKIR KRITIS DAN KERJASAMA SISWA SMA. JPPS (Jurnal Penelitian Pendidikan Sains), 5(1), 779. https://doi.org/10.26740/jpps.v5n1.p779-787
Fristadi, R., & Bharata, H. (2015). Meningkatkan Kemampuan Berpikir Kritis Siswa Dengan Problem Based Learning. Prosiding Seminar Nasional Matematika.
Furtak, E. M., Seidel, T., Iverson, H., & Briggs, D. C. (2012). Experimental and Quasi-Experimental Studies of Inquiry-Based Science Teaching. Review of Educational Research, 82(3), 300–329. https://doi.org/10.3102/0034654312457206
Greenstein, L. (2012). Assessing 21st Century Skills: A Guide to Evaluating Mastery and Authentic Learning. Corwin.
Hairida, H., Marmawi, M., & Kartono, K. (2021). An Analysis of Students’ Collaboration Skills in Science Learning Through Inquiry and Project-Based Learning. Tadris: Jurnal Keguruan Dan Ilmu Tarbiyah, 6(2), 219–228. https://doi.org/10.24042/tadris.v6i2.9320
Hmelo-Silver, C. E. (2004). Problem-Based Learning: What and How Do Students Learn? Educational Psychology Review, 16(3), 235–266. https://doi.org/10.1023/B:EDPR.0000034022.16470.f3
Hussein, B. (2021). Addressing Collaboration Challenges in Project-Based Learning: The Student’s Perspective. Education Sciences, 11(8), 434. https://doi.org/10.3390/educsci11080434
Ilmiyatni, F., Jalmo, T., Yolida Pendidikan Biologi FKIP Universitas Lampung, B., Soemantri Brojonegoro No, J., & Lampung, B. (2019). Pengaruh Problem Based Learning Terhadap Keterampilan Kolaborasi dan Berpikir Tingkat Tinggi. Jurnal Bioterdidik, 7(2).
Ioannidou, O., Finch, K., & Erduran, S. (2022). Secondary teachers’ views about teaching and assessing the diversity of scientific methods in practical science. Journal of Education for Teaching, 48(5), 592–608. https://doi.org/10.1080/02607476.2021.2006572
Kapp, K. M. (2012). The Gamification Of Learning And Instruction: Game-Based Methods And Strategies For Training And Education. John Wiley & Sons.
Krishnan, S. D., Norman, H., & Md Yunus, M. (2021). Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft. Sustainability, 13(19), 10817. https://doi.org/10.3390/su131910817
Leitão, R., Maguire, M., Turner, S., & Guimarães, L. (2022). A systematic evaluation of game elements effects on students’ motivation. Education and Information Technologies, 27(1), 1081–1103. https://doi.org/10.1007/s10639-021-10651-8
Liu, Y., & Pásztor, A. (2022). Effects of problem-based learning instructional intervention on critical thinking in higher education: A meta-analysis. Thinking Skills and Creativity, 45, 101069. https://doi.org/10.1016/j.tsc.2022.101069
Mambang, M., Prastya, S. E., Zulfadhilah, M., Cipta, S. P., Marleny, F. D., Melda, M., Maulida, N. M., Putri, P., Ayuba, M. S., Rismawati, R., Wulandari, I., Fikri, R. M., Rahmini, R., Rinjani, H. S., & Maulida, R. (2022). Pendampingan Pemanfaatan Gamifikasi untuk Pendidikan di Masa Depan. Jumat Informatika: Jurnal Pengabdian Masyarakat, 3(1), 21–28. https://doi.org/10.32764/abdimas_if.v3i1.2439
Maukar, A. L., Marisa, F., Vitianingsih, A. V., Berliana, B. C., & Rupasari, M. (2022). Model Pembelajaran Kolaborasi dengan Gamifikasi: Sebuah Kajian Pustaka. JOINTECS (Journal of Information Technology and Computer Science), 7(3), 121. https://doi.org/10.31328/jointecs.v7i3.3988
Poondej, C., & Lerdpornkulrat, T. (2019). Gamification in e-learning: A Moodle implementation and its effect on student engagement and performance. Interactive Technology and Smart Education, 17(1), 56–66. https://doi.org/10.1108/ITSE-06-2019-0030
Rahmani, R., Abbas, M., & Alahyarizadeh, G. (2013). The effects of peer scaffolding in problem-based gaming on the frequency of double-loop learning and performance in integrated science process skills. Procedia - Social and Behavioral Sciences, 93, 1994–1999. https://doi.org/10.1016/j.sbspro.2013.10.154
Rahmawati, E., Wardhani, N. A., & Ummah, S. M. (2023). Pengaruh Proyek Profil Pelajar Pancasila terhadap Karakter Bernalar Kritis Peserta Didik. Jurnal Educatio FKIP UNMA, 9(2), 614–622. https://doi.org/10.31949/educatio.v9i2.4718
Raisa, S., Maryani, E., & Ningrum, E. (2022). Contribution of critical thinking in the disaster preparedness of geographic students. IOP Conference Series: Earth and Environmental Science, 1089(1), 012066. https://doi.org/10.1088/1755-1315/1089/1/012066
Riar, M., Morschheuser, B., Zarnekow, R., & Hamari, J. (2022). Gamification of cooperation: A framework, literature review and future research agenda. International Journal of Information Management, 67, 102549. https://doi.org/10.1016/j.ijinfomgt.2022.102549
Riopel, M., Nenciovici, L., Potvin, P., Chastenay, P., Charland, P., Sarrasin, J. B., & Masson, S. (2019). Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis. Studies in Science Education, 55(2), 169–214. https://doi.org/10.1080/03057267.2019.1722420
Safitri, R., Hadi, S., & Widiasih, W. (2023). Effect of the Problem Based Learning Model on the Students Motivation and Learning Outcomes. Jurnal Penelitian Pendidikan IPA, 9(9), 7310–7316. https://doi.org/10.29303/jppipa.v9i9.4772
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x
Selznick, B. S., Dahl, L. S., Youngerman, E., & Mayhew, M. J. (2022). Equitably Linking Integrative Learning and Students’ Innovation Capacities. Innovative Higher Education, 47(1), 1–21. https://doi.org/10.1007/s10755-021-09570-w
Sharp, J. G., Sharp, J. C., & Young, E. (2020). Academic boredom, engagement and the achievement of undergraduate students at university: a review and synthesis of relevant literature. Research Papers in Education, 35(2), 144–184. https://doi.org/10.1080/02671522.2018.1536891
Sholihah, T. M., & Lastariwati, B. (2020). Problem based learning to increase competence of critical thinking and problem solving. Journal of Education and Learning (EduLearn), 14(1), 148–154. https://doi.org/10.11591/edulearn.v14i1.13772
Singh, A. (2021). An Introduction to Experimental and Exploratory Research. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3789360
Thornhill-Miller, B., Camarda, A., Mercier, M., Burkhardt, J.-M., Morisseau, T., Bourgeois-Bougrine, S., Vinchon, F., El Hayek, S., Augereau-Landais, M., Mourey, F., Feybesse, C., Sundquist, D., & Lubart, T. (2023). Creativity, Critical Thinking, Communication, and Collaboration: Assessment, Certification, and Promotion of 21st Century Skills for the Future of Work and Education. Journal of Intelligence, 11(3), 54. https://doi.org/10.3390/jintelligence11030054
Uz Bilgin, C., & Gul, A. (2020). Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments. TechTrends, 64(1), 124–136. https://doi.org/10.1007/s11528-019-00442-x
van Laar, E., van Deursen, A. J. A. M., van Dijk, J. A. G. M., & de Haan, J. (2019). Determinants of 21st-century digital skills: A large-scale survey among working professionals. Computers in Human Behavior, 100, 93–104. https://doi.org/10.1016/j.chb.2019.06.017
Yusuf, B. (2017). Using an E-Portfolio for Teaching and Teacher Continuous Learning: A Process for Professional Development Enhancement. In Teacher Empowerment Toward Professional Development and Practices (pp. 295–307). Springer Singapore. https://doi.org/10.1007/978-981-10-4151-8_20
Zhai, X., C. Haudek, K., Shi, L., H. Nehm, R., & Urban‐Lurain, M. (2020). From substitution to redefinition: A framework of machine learning‐based science assessment. Journal of Research in Science Teaching, 57(9), 1430–1459. https://doi.org/10.1002/tea.21658
Zhang, Q., Yu, L., & Yu, Z. (2021). A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation. Education Research International, 2021, 1–21. https://doi.org/10.1155/2021/9429112
DOI: https://doi.org/10.24815/jpsi.v13i1.41748
Article Metrics
Abstract view : 0 timesPDF - 0 times
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Sabar Nurohman, Anindya Rizky Prakasita, Laifa Rahmawati, Rizki Arumning Tyas
Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education)
ISSN 2338-4379 (print) | 2615-840X (online)
Organized by Universitas Syiah Kuala
Published by Master of Science Education Study Program Graduate School Universitas Syiah Kuala, Banda Aceh, Indonesia
Website : http://jurnal.usk.ac.id/jpsi
Email : jpsi@usk.ac.id
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.












