Game-Based Learning Berbantuan Card dan Board Game untuk Meningkatkan Critical Thinking dan Argumentasi: Systematic Literature Review

Shaffa Salsabila Yulianto, Isah Cahyani

Abstract


Kemampuan berpikir kritis dan argumentasi telah menjadi kompetensi esensial dalam pendidikan abad ke-21, meskipun pengembangannya masih menghadapi tantangan signifikan di ruang kelas Indonesia. Penelitian ini mengkaji tren implementasi game-based learning (GBL) berbantuan card dan board game untuk meningkatkan kedua keterampilan tersebut melalui tinjauan literatur sistematik mengikuti model PRISMA. Pencarian dilakukan pada basis data Google Scholar, ERIC, dan Harzing's Publish or Perish menggunakan kata kunci bertarget dalam rentang tahun 2020 hingga 2024. Dua puluh artikel memenuhi kriteria inklusi dari 100 studi yang teridentifikasi awal. Hasil menunjukkan bahwa 90% studi yang ditinjau membuktikan efektivitas GBL dalam meningkatkan berpikir kritis melalui diskusi kolaboratif, aktivitas pemecahan masalah, dan proses berpikir desain. Model tri-phase dengan durasi semester panjang muncul sebagai pendekatan implementasi optimal. Hambatan utama meliputi keterbatasan infrastruktur, kesenjangan kapasitas guru, dan tantangan manajemen waktu. Solusi yang direkomendasikan mencakup program pelatihan guru terstruktur, pengembangan perangkat pembelajaran yang mudah diakses, dan model instruksional berbasis scaffolding. Bukti mengonfirmasi bahwa GBL berbantuan card dan board game efektif mengembangkan berpikir kritis dan keterampilan argumentasi, dengan rekomendasi spesifik untuk adaptasi pada konteks pendidikan Indonesia.


Keywords


game-based learning, critical thinking, argumentation skills, card game, systematic review.

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References


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DOI: https://doi.org/10.24036/komposisi.v26i2.136347

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