Abstract

This study aimed to identify the effectiveness of Android-based mobile games in helping high school students improve their critical thinking skills. A quantitative research method was used through a quasi-experimental design with pre-test and post-test in both control and experimental classes. Data collection techniques comprised test techniques and the use of tools to obtain data about the critical thinking skills of high school students. The data was then analyzed quantitatively by t-test and n-gain scores. A total of 58 high school students studying the sociology subject participated in this study. The findings show that the use of mobile game-based learning products has a major impact on improving students' critical thinking skills. In addition, based on the findings of this study, it was evident that mobile game-based learning applied to sociology learning was included in the "efficient" category in influencing and enhancing students' critical thinking skills in an effort to build 21st century competence in high school students. Therefore, this research implied that teachers can start utilizing mobile game-based learning products as a medium for learning sociology in high school.

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