Impelementasi Game Based Learning Dalam Pembelajaran Sejarah: Respon, Tantangan, Dan Kontribusi
DOI:
https://doi.org/10.52060/snkp.v4i1.4483Abstract
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. Peneliti ingin menganalisis bagaimana implementasi games based learning dalam pembelajaran sejarah. Bagaimana proses pembelajaran sejarah dengan menggunakan games based learning. Bagaimana respon dan tantangan peserta didik setelah diterapkannya games based learning dalam pembelajaran sejarah. Dan bagaimana kontribusi GBL (Games Based Learning) terhadap daya ingat dan berpikir kritis peserta didik. 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, pendudukan Jepang tahun 1942, 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
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Keywords:
berpikir kritis, daya ingat, games based learning, Wordwall
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2026-07-29
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