Oka Agus Kurniawan Shavab, Leli Yulifar, Nana Supriatna, Agus Mulyana
It is believed that gamification is one of the solutions to students’ lack of critical and creative thinking skills. This study develops gamification applications to enhance their critical and creative thinking skills. The method used is a mixed method research method with an exploratory sequential design. The results showed that the gamification application prototype was successfully developed by first validating the material through experts with an average score of 81.8%, media validation by experts with an average score of 85.3%, responses to the use of teaching materials by students with an average score of 82.9%, and the response to the use of gamification teaching materials by lecturers with an average score of 81.7%. Based on the treatment that has been carried out in the experimental class, there is an effect of using gamification on students' critical and creative thinking skills. © School of Engineering, Taylor’s University.
History Education, Universitas Siliwangi, Tasikmalaya, Indonesia; History Education, Universitas Pendidikan Indonesia, Bandung, 40154, Indonesia
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