The Effect of the Game Based Learning Model on Improving Learning Outcomes and Critical Thinking Skills of Vocational High School Students
DOI:
https://doi.org/10.51278/aj.v7i3.2950Keywords:
Generation Z, Hoaxes,, Digital Literacy, Media Education, Digital NativesAbstract
This study aims to determine the effect of a Quizizz-based Game Based Learning model on improving learning outcomes and critical thinking skills in the Basic Machining course for Grade X Machining Engineering (TPM) students at SMK Nasional Malang. The research used a quantitative Quasi-Experimental design with a Nonequivalent Control Group layout. The population consisted of Grade X TPM students at SMK Nasional Malang. Data were collected through interviews, observation, tests, and questionnaires. The results showed a posttest mean of 82.5 with 85% mastery learning in the experimental class, compared with a posttest mean of 81 with 70% mastery learning in the control class. Students' critical thinking skills averaged 76.09% in the experimental class and 71.7% in the control class. These findings give vocational teachers empirical evidence for adopting Quizizz-based Game Based Learning to strengthen both technical mastery and critical thinking in machining education, underlining the model's contribution as a practical, low-cost alternative to conventional instruction in vocational classrooms.
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