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The Development of Inquiry by Using Android-System-Based Chemistry Board Game to Improve Learning Outcome and Critical Thinking Ability
7 references·3 citing·41 second hop
The Development of Inquiry by Using Android-System-Based Chemistry Board Game to Improve Learning Outcome and Critical Thinking Ability (2017)The Development of Inquiry by Using Andro…Metodologi penelitian kualitatif (2017)Metodologi penelitian kualita…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Critical Thinking Across the Curriculum: A Vision (2016)Critical Thinking Across the …A narrative literature review of games, animations and simulations to teach research methods and statistics (2014)A narrative literature review…Pembelajaran Kontekstual: konsep dan aplikasi (2011)Pembelajaran Kontekstual: kon…Teaching Critical Thinking and Problem Solving Skills (2008)Teaching Critical Thinking an…A literature review on games and learning (2004)A literature review on games …The effect of inquiry-based learning on students’ critical thinking skills in science education: A systematic review and meta-analysis (2025)The effect of inquiry-based l…Effectiveness of STEAM-based blended learning on students’ critical and creative thinking skills (2023)Effectiveness of STEAM-based …The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy (2020)The Effectiveness of Gadget-B…Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)Critical thinking assessment (1993)Critical Thinking: What It Is and Why It Counts (2011)Definitions and Uses: Case Study of Teachers Implementing Project-based Learning (2013)RICOSRE: A Learning Model to Develop Critical Thinking Skills for Students with Different Academic Abilities (2019)The transformative leadership compass: six competencies for digital transformation entrepreneurship (2021)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic review on the impacts of game-based learning on argumentation skills (2020)Two decades of game concepts in digital learning environments – A bibliometric study and research agenda (2021)A systematic review of the role of learning games in fostering mathematics education in K-12 settings (2022)A Coefficient of Agreement for Nominal Scales (1960)Flow: the psychology of optimal experience (1990)Interrater reliability: the kappa statistic (2012)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)A theory of justice original editionExperimental and Quasi-Experimental Designs for Research (1963)A Theory of Justice (1971)Critical Thinking as Discourse (2019)Inquiry and critical thinking skills for the next generation: from artificial intelligence back to human intelligence (2019)Critical Thinking: An Introduction (2020)How to Design and Evaluate Research in Education (1990)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)PISA 2018 Assessment and Analytical Framework (2019)The Standard Definition of Creativity (2012)Teaching and Learning with Technology: Effectiveness of ICT Integration in Schools (2015)Bias in meta-analysis detected by a simple, graphical test (1997)Publication Bias in Meta‐Analysis (2005)Recommendations for examining and interpreting funnel plot asymmetry in meta-analyses of randomised controlled trials (2011)Digital game‐based learning once removed: Teaching teachers (2007)Game immersion experience: its hierarchical structure and impact on game‐based science learning (2014)Learning with serious games: Is fun playing the game a predictor of learning success? (2014)Meyakinkan Validitas Data Melalui Triangulasi Pada Penelitian Kualitatif (2010)ANALISIS DATA KUALITATIF (2019)Memahami desain metode penelitian kualitatif (2021)Integrasi Pendidikan Karakter Dalam Pembelajaran Pendidikan Kewarganegaraan Untuk Mengembangkan Karakter Siswa (2016)Penerapan Model Pembelajaran Kooperatif Tipe STAD Untuk Meningkatkan Hasil Belajar IPA (2017)The Influence of Living Values Education-Based Civic Education Textbook on Student’s Character Formation (2017)
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References

  • 2017Metodologi penelitian kualitatif14,316 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2011Pembelajaran Kontekstual: konsep dan aplikasi720 cited
  • 2016Critical Thinking Across the Curriculum: A Vision568 cited
  • 2008Teaching Critical Thinking and Problem Solving Skills524 cited
  • 2004A literature review on games and learning328 cited
  • 2014A narrative literature review of games, animations and simulations to teach research methods and statistics153 cited

Cited by

  • 2025The effect of inquiry-based learning on students’ critical thinking skills in science education: A systematic review and meta-analysis83 cited
  • 2020The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy79 cited
  • 2023Effectiveness of STEAM-based blended learning on students’ critical and creative thinking skills48 cited

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