PENGEMBANGAN GAME EDUKASI BERBASIS PBL UNTUK MELATIH KETERAMPILAN BERPIKIR KRITIS DAN LITERASI DIGITAL KELAS XI SMA
Keywords:
Critical Thinking, Educational Games, Digital Literacy, PBLAbstract
The 21st century is a century of rapid development, one of which is marked by the development of information and communication technology. Skills that need to be developed in the field of education are critical thinking and digital literacy. This study aims to develop, analyze the validity, and readability of PBL-based educational game products to train critical thinking skills and digital literacy in grade XI high school. The type of research used is Research and Development (R&D) using a 4-D development model that includes Define, Design, and is limited to the Develop stage. Conclusion; The first product developed is a PBL-based educational game. Second, based on the results of the validity test, a validity value of 88.69% was obtained from media experts, 95.33% from material experts, 89.58% from learning methodology experts, 95% from critical thinking experts, 97.22% from digital literacy experts, and 98.4% from biology teacher responses. Third, the readability of student responses with a small-scale test was 86.15%. Based on the test results, it can be concluded that PBL-based educational game media to train critical thinking and digital literacy in grade XI high school students is considered very valid and therefore suitable for use.