Vol. 11 No. 12 (2025): December
Open Access
Peer Reviewed

Game-Based Learning for Improving Students’ Creative Thinking Skills in Science Learning: A Systematic Literature Review

Authors

I.M. Adi Kurniarta , I Wayan Redhana , I Nyoman Tika

DOI:

10.29303/jppipa.v11i12.12014

Published:

2025-12-27

Downloads

Abstract

Science learning must be able to improve creative thinking skills to face the challenges of knowledge and technology development. This study aims to explore game-based learning models related to research trends, research designs used, fields of study that apply them, their influence on learning outcomes, and profiles of the use of game-based learning in science learning at various levels of education. This study is a Systematic Literature Review (SLR) with the PRISMA method to collect, analyze, and compile findings regarding game-based learning models in learning. This study is limited to articles obtained from the Publish or Perish search engine, from two databases, namely, Google Scholar and Crossref. The results of the literature review of 29 articles that met the inclusion criteria illustrate that game-based learning models make it easier for students to solve complex problems quickly, accurately, and efficiently using an innovative approach through a fun and challenging learning experience. The results of the literature review show that in the period 2020–2025, research on the application of game-based learning mostly uses the Research and Development method with the ADDIE model. The application of game-based learning in the field of science subjects is still very limited, namely only 14%, while the dominant application is in the field of mathematics. Game-based learning has a positive impact on students' cognitive, affective, and psychomotor learning outcomes, critical thinking skills, creativity, understanding of material, reading skills, learning motivation, science literacy, learning interest, physical activity, practical experience in dealing with emergencies, and building cooperation, communication, empathy, and social interaction. Game-based learning models can improve the quality of science learning.

Keywords:

Creative thinking Critical thinking Game-based learning Science learning

References

Agustiana, I. G. A. T., Agustini, R., Ibrahim, M., & Tika, I. N. (2020). Efektivitas model OPPEMEI untuk meningkatkan kemampuan berpikir kreatif mahasiswa. Journal of Education Technology, 4(2), 150. https://doi.org/10.23887/jet.v4i2.25343 DOI: https://doi.org/10.23887/jet.v4i2.25343

Amin, A., Muhyi, M., & Wiyarno, Y. (2021). Pengembangan model pemanasan berbasis permainan kecil sebagai pengantar pembelajaran pendidikan jasmani olahraga dan kesehatan di SMA Al Islam Krian Sidoarjo. Jurnal Pendidikan Kesehatan Rekreasi, 7(1), 66–73. https://doi.org/10.5281/zenodo.4420492

Anditiasari, N., Pujiastuti, E., & Susilo, B. E. (2021). Systematic literature review: pengaruh motivasi terhadap kemampuan berpikir kreatif matematis siswa. Jurnal Matematika Dan Pendidikan Matematika, 12(2), 236–248. https://doi.org/10.26877/aks.v12i2.8884

Anggraini, M. C., & Kristin, F. (2022). Pengembangan media pembelajaran IPS berbasis permainan monopoli untuk meningkatkan motivasi dan hasil belajar siswa kelas 4 Sekolah Dasar. Jurnal Ilmiah Ilmu Pendidikan, 5, 4207–4213. https://doi.org/10.54371/jiip.v5i10.1015 DOI: https://doi.org/10.54371/jiip.v5i10.1015

Apriliyanti, S., Kurnia, M. D., Jaja, & Hasanudin, C. (2022). Meningkatkan kreativitas siswa SMP dengan menerapkan model pembelajaran mind mapping. Jurnal Pendidikan Dan Sastra Inggris, 2(3), 09–15. https://doi.org/10.55606/jupensi.v2i3.645 DOI: https://doi.org/10.55606/jupensi.v2i3.645

Azizah, & Safira, R. (2021). Development of the Nobangan learning model based on the kaili tribe traditional game. Journal of Elementary Education, 04(02), 157–168. https://doi.org/10.22460/collase.v4i2.6988

Azmi, I., Sabda, D., & Prasetya, B. (2025). Profil berpikir kritis siswa SMP pada mata pelajaran IPA. Journal of Classroom Action Research, 7(1), 163–175. https://doi.org/10.29303/jcar.v7i1.10570

Baharizqi, S. L., Iskandar, S., & Kurniawan, D. T. (2023). Optimalisasi penerapan model pembelajaran berbasis permainan dalam pembelajaran abad 21 di Sekolah Dasar. Jurnal Lensa Pendas, 8(1), 9–16. https://doi.org/10.33222/jlp.v8i1.2504 DOI: https://doi.org/10.33222/jlp.v8i1.2504

Darmawan, I. M. A., Sariyasa, & Gunamantha, I. M. (2021). Kovariabel kemampuan verbal siswa kelas II SD Program Studi Pendidikan Dasar Universitas Pendidikan Ganesha. Jurnal Pendidikan Dasar Indonesia, 5(1), 31–42. https://doi.org/10.23887/jurnal_pendas.v5i1.255 DOI: https://doi.org/10.23887/jurnal_pendas.v5i1.255

Desyawati, K., Goreti, M., Kristiantari, R., Agung, I. G., & Negara, O. (2021). Media permainan monopoli berbasis problem-based learning pada pembelajaran tematik di Sekolah Dasar. Jurnal Penelitian Dan Pengembangan Pendidikan, 5(2), 168–174. https://doi.org/10.23887/jppp.v5i2.32466

Dewi, G. A. D. A., Rati, N. W., & Trisna, G. A. P. S. (2022). Media kober (kotak berhitung) berbasis permainan spin wheel pada muatan matematika. Jurnal Pedagogi Dan Pembelajaran, 5(3), 465–474. https://doi.org/10.23887/jp2.v5i3.49655 DOI: https://doi.org/10.23887/jp2.v5i3.49655

Ernawati, M. D. W., Muhammad, D., Asrial, A., & Muhaimin, M. (2019). Identifying creative thinking skills in subject matter Bio-Chemistry. International Journal of Evaluation and Research in Education, 8(4), 581–589. https://doi.org/10.11591/ijere.v8i4.20257 DOI: https://doi.org/10.11591/ijere.v8i4.20257

Faturohman, I., & Afriansyah, A. (2020). Peningkatan kemampuan berpikir kreatif matematis siswa melalui creative problem solving mosharafa : Jurnal Pendidikan Matematika Mosharafa. Jurnal Pendidikan Matematika, 9, 107–118. https://doi.org/10.31980/mosharafa.v9i1.596 DOI: https://doi.org/10.31980/mosharafa.v9i1.562

Fauziyati, K. A., & Sriyanto, S. (2025). STEM-Based wordwall labeled diagram gamification learning media for Elementary Students’ critical thinking in social studies learning. Jurnal Pendidikan Sekolah Dasar, 6(2), 91–98. https://doi.org/10.30595/dinamika.v17i1.24693 DOI: https://doi.org/10.21831/didaktika.v6i2.62031

Fitria, J. A., & Nugrahanta, G. A. (2023). Pengembangan buku pedoman pendidikan karakter senang belajar berbasis permainan tradisional untuk anak usia 7-9 tahun. Jurnal Educatio, 9(1), 291–301. https://doi.org/10.31949/educatio.v9i1.4475 DOI: https://doi.org/10.31949/educatio.v9i1.4475

Halidah, F., Aini, I. I. N., Ernawati, N., & Faizah, L. (2024). Pengembangan media pembelajaran matematika berbasis permainan ular tangga untuk meningkatkan hasil belajar siswa. Journal of Instructional and Development Researches, 4(2), 64–74. https://doi.org/10.53621/jider.v4i2.306 DOI: https://doi.org/10.53621/jider.v4i2.306

Handayani, N. A., & Assidik, G. K. (2025). Peran platform cerita digital Wattpad terhadap pembelajaran cerpen bahasa indonesia dalam perspektif teori perkembangan kognitif. Jurnal Pembelajaran, Bimbingan, Dan Pengelolaan Pendidikan, 5(5). https://doi.org/10.17977/um065.v5.i5.2025.8 DOI: https://doi.org/10.17977/um065.v5.i5.2025.8

Hasan, S. N., Mahyudin, H., & Dahlan, N. H. (2024). Pengembangan media pembelajaran majalah fisika berbasis permainan tradisional untuk meningkatkan literasi sains pada siswa SMP. Jurnal Wahana Pendidikan, 11(1), 45–56. https://doi.org/10.25157/jwp.v11i1.12583 DOI: https://doi.org/10.25157/jwp.v11i1.12583

Hikmah, N., Ilhamdi, M. L., & Astria, F. P. (2023). Pengembangan media pembelajaran monopoli pintar berbasis permainan edukasi pada mata pelajaran IPA kelas V Sekolah Dasar. Jurnal Ilmiah Profesi Pendidikan, 8(3), 1809–1822. https://doi.org/10.29303/jipp.v8i3.1537 DOI: https://doi.org/10.29303/jipp.v8i3.1537

Imanulhaq, R., & Ichsan, I. (2022). Analisis teori perkembangan kognitif piaget pada tahap anak usia operasional konkret 7-12 tahun sebagai dasar kebutuhan media pembelajaran. Waniambey: Journal of Islamic Education, 3(2), 126–134. https://doi.org/10.53837/waniambey.v3i2.174 DOI: https://doi.org/10.53837/waniambey.v3i2.174

Iqbal, A., & Suriningsih, W. M. (2021). Pengembangan media pembelajaran berbasis permainan roda putar pada pembelajaran kosakata bahasa arab di taman kanak - kanak development of learning media based on spin wheel game on arabic vocabulary learning in kindergarten. Jurnal Ilmiah Pendidikan Anak Usia Dini, 4(2), 291–303. https://doi.org/10.24042/ajipaud.v4i2.11381 DOI: https://doi.org/10.24042/ajipaud.v4i2.11381

Isnaini, N., & Huda, N. (2020). Pengembangan media pembelajaran kosakata bahasa arab berbasis permainan my happy route. Al Mi’yar, 3(1), 5–9. https://doi.org/10.35931/am.v3i1.156 DOI: https://doi.org/10.35931/am.v3i1.156

Istiningsih, S., Darmiany, A., P., F., & Erfan, M. (2021). Pengembangan media pembelajaran berbasis permainan monopoli di era new normal. Journal of Elementary Education, 04(06), 911–920. https://doi.org/10.22460/collase.v4i6.9578 DOI: https://doi.org/10.22460/collase.v4i6.9578

Julianur, F., S., M., & Sukriadi. (2020). Pengembangan permainan sevolbas dengan pendekatan pembelajaran integrated untuk pembelajaran bola besar penjasorkes sekolah dasar. Jendela Olahraga, 05(1), 73–85. https://doi.org/10.26877/jo.v5i1.5262 DOI: https://doi.org/10.26877/jo.v5i1.5262

Mardianti, Y., Untar, E., & Muzaki, F. I. (2022). Metodik didaktik : pengembangan e-lkpd interaktif berbasis permainan edukatif terintegrasi karakter kreatif pada muatan IPA Kelas IV SD. Jurnal Pendidikan Ke-SD-An, 18(1), 10–21. https://doi.org/10.17509/md.v18i1.35244 DOI: https://doi.org/10.17509/md.v18i1.35244

Mashitoh, N. L. D., Sukestiyarno, Y., & Wardono, W. (2021). Creative thinking ability based on self efficacy on an independent learning through google classroom support. Journal of Primary Education, 10(1), 79–88. https://doi.org/10.15294/jpe.v10i1.45248

Maulidyah, N., Nurindah, & Nasir. (2024). Pengaruh model project-based learning terhadap kreativitas belajar siswa kelas ix di upt spf SMP Negeri 21 Makassar. Jurnal Ilmiah PGSD FKIP Universitas Mandiri, 10(September). https://doi.org/10.36989/didaktik.v10i3.3977

Meganita, P., M., P., & Rumahlatu, D. (2022). Application of the science model community-based problem-solving technology in improving learning outcomes, science process skills, and students’ scientific attitudes. BIOEDUPAT: Pattimura Journal of Biology and Learning, 2(1), 10–18. https://doi.org/10.30598/bioedupat.v2.i1.pp10-18 DOI: https://doi.org/10.30598/bioedupat.v2.i1.pp10-18

Nurussofa, R., & Astuti, H. P. (2023). Pengembangan media pembelajaran permainan ular tangga development of learning media for the snakes and ladders game to increase motivation in learning mathematics for elementary school students. Jurnal Pembelajaran Dan Matematika Sigma, 9(1), 22–28. https://doi.org/10.36987/jpms.v9i1.4183 DOI: https://doi.org/10.36987/jpms.v9i1.4183

Pahri, A., Rosdiana, & Riawarda, A. (2023). Pengembangan permainan jenga edukatif berbasis keterampilan dengan tema ’ pahlawanku ’ untuk siswa sekolah dasar. Andragogi Jurnal Pendidikan Dan Pembelajaran, 3(2), 114–128. https://doi.org/10.31538/adrg.v3i2.1313 DOI: https://doi.org/10.31538/adrg.v3i2.1313

Prasetya, B. D., Anwar, M., Wardani, R. K., & Satrio, A. (2025). Implementasi etnomatematika melalui permainan tradisional engklek pada materi geometri terhadap kemampuan berpikir kreatif siswa. Prosiding Seminar Nasional Mahasiswa Matematika UNNES, 55–70. Retrieved from https://proceeding.unnes.ac.id/psnmmu/article/view/4251

Pratiwi, A. S., & Hardini, A. T. A. (2022). Pengembangan media pembelajaran berbasis permainan ular tangga untuk meningkatkan motivasi belajar siswa dalam mata pelajaran IPA Kelas IV SD. Jurnal Ilmiah Ilmu Pendidikan, 5, 5682–5689. https://doi.org/10.54371/jiip.v5i12.1271 DOI: https://doi.org/10.54371/jiip.v5i12.1271

Putra, D. M., Setyawan, R., & Prasetyo, G. B. (2024). Pengaruh model pembelajaran tgfu berbasis permainan tradisional terhadap keaktifan siswa smp dalam pembelajaran PJOK. SPRINTER: Jurnal Ilmu Olahraga, 5(2), 367–372. Retrieved from https://eprints.upjb.ac.id/id/eprint/988/1/608 Fix.pdf DOI: https://doi.org/10.46838/spr.v5i2.608

Rafiah, H., Agustina, R. L., Arifin, J., & Kasmilawati, I. (2023). Pembelajaran berbasis etnomatematika di sekolah dasar melalui permainan tradisional. Jurnal Kajian, Penelitian Dan Pengembangan Kependidikan, 6356, 103–109. https://doi.org/10.31764/paedagoria.v14i2.12978

Rahmadani, A., Ariyanto, A., Nur, N., Rohmah, S., Maftuhah, Y., Hidayati, & Desstya, A. (2023). Model problem-based learning berbasis media permainan monopoli dalam meningkatkan pemahaman. Jurnal Ilmiah Pendidikan Citra Bakti, 10, 127–141. https://doi.org/10.38048/jipcb.v10i1.1415 DOI: https://doi.org/10.38048/jipcb.v10i1.1415

Rahmadani, A., Candra, O., & Khoeri, A. (2021). Model pembelajaran bolabasket berbasis permainan: Bagaimana peningkatannya terhadap keterampilan pasing? Indonesia Journal of Physical Education, 2(3), 190–197. https://doi.org/10.25299/es:ijope.2021.vol2(3).7953 DOI: https://doi.org/10.25299/es:ijope.2021.vol2(3).7953

Rahmiati, S., A., & Rois, A. (2022). Efektifitas model pembelajaran jigsaw berbasis permainan puzzle untuk meningkatkan kemampuan qira ’ ah di SMP Takhasus Al Qur ’ an Wonosobo. Jurnal Pendidikan Bahasa Arab, 6(1), 103–118. https://doi.org/10.32699/liar.v6i1.2760 DOI: https://doi.org/10.32699/liar.v6i1.2760

Sanjaya, I. G. A., Suarni, N. K., & Margunayasa, I. G. (2024). Meningkatkan hasil belajar siswa sd melalui penggunaan media pembelajaran digital ditinjau dari teori belajar kognitif jean piaget tahap operasional konkret siswa kelas 3 SD. Jurnal Pendidikan, Sains, Geologi, Dan Geofisika, 5(1). https://doi.org/10.29303/geoscienceed.v5i1.679 DOI: https://doi.org/10.29303/goescienceed.v5i1.679

Santos, H. A. D., & Hudain, A. (2020). Efektifitas model pembelajaran berbasis permainan untuk pengembangan kebugaran jasmani. Jurnal Olahraga & Kesehatan Indonesia, 1(1), 46–52. https://doi.org/10.55081/joki.v1i1.298 DOI: https://doi.org/10.55081/joki.v1i1.298

Saputra, R. A., & Hakim, D. L. (2024). Pengembangan media pembelajaran berbabis permainan digital ” baret ” berdasarkan kemampuan penalaran matematis berbantuan unity. Jurnal Pendidikan Dan Pembelajaran Matematika, 10(2), 728–741. https://doi.org/10.29100/jp2m.v10i2.6007 DOI: https://doi.org/10.29100/jp2m.v10i2.6007

Setiadi, A. (2021). Implementasi game permainan timun emas berbasis android. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 2(3), 407–413. https://doi.org/10.33365/jatika.v2i3.1253 DOI: https://doi.org/10.33365/jatika.v2i3.1253

Siregar, R. N., Mujib, A., & Karnasih, I. (2020). Peningkatan Kemampuan Berpikir Kreatif Siswa Melalui Pendekatan Matematika Realistik. Edumaspul, 4(1), 56–62. Retrieved from https://core.ac.uk/download/pdf/553313892.pdf DOI: https://doi.org/10.33487/edumaspul.v4i1.338

Sitorus, D. S., & Santoso, T. N. B. (2020). Pemanfaatan quizizz sebagai media pembelajaran berbasis game pada masa pandemi covid-19. Jurnal Pendidikan Dan Kebudayaan, 12(2), 81–88. Retrieved from https://ejournal.uksw.edu/scholaria/article/view/5346 DOI: https://doi.org/10.24246/j.js.2022.v12.i2.p81-88

Syarifuddin, E., F., J., & Fauzia, F. A. (2023). Pemahaman mitigasi bencana alam siswa berbasis permainan tradisional pada pembelajaran matematika di sekolah darurat semeru. Teorema, 8(1), 152–160. https://doi.org/10.25157/teorema.v8i1.9786 DOI: https://doi.org/10.25157/teorema.v8i1.9786

Ulhusna, M., Putri, S. D., & Zakirman. (2020). Permainan ludo untuk meningkatkan keterampilan kolaborasi siswa dalam pembelajaran matematika. International Journal of Elementary Education, 4(2), 130–137. https://doi.org/10.23887/ijee.v4i2.23050 DOI: https://doi.org/10.23887/ijee.v4i2.23050

Varadita, Z., Anas, A., & Murtinasari, F. (2025). Pengaruh pembelajaran berbasis etnomatematika pada permainan gobak sodor untuk meningkatkan pemahaman matematis siswa the effect of ethnomathematics-based learning on the game of gobak sodor to improve students’ mathematical understanding. Jurnal Matematika Dan Pembelajaran, 10(1). https://doi.org/10.56013/axi.v10i1.3170 DOI: https://doi.org/10.56013/axi.v10i1.3170

Wahyuni, S., Hakim, Z. R., & Nurhasanah, A. (2024). Peran guru dalam mengembangkan keterampilan sosial peserta didik melalui pembelajaran kooperatif berbasis permainan di SD Cendekia Islamic School. Jurnal Pendidikan Dasar, 12(1), 123–138. https://doi.org/10.46368/jpd.v12i1.2311 DOI: https://doi.org/10.46368/jpd.v12i1.1090

Yelensi, Y., Wiyono, K., & Andriani, N. (2020). Efektivitas penggunaan video pembelajaran materi usaha dan energi berbasis permainan tradisional. Jurnal Pijar MIPA, 15(1), 1–6. https://doi.org/10.29303/jpm.v15i1.1119 DOI: https://doi.org/10.29303/jpm.v15i1.1119

Za, M., Rahmiwati, & Ansar. (2024). Systematic literature review (SLR): peningkatan hasil belajar IPS murid SD melalui penggunaan media berbasis wordwall. Jurnal Ilmiah Pena, 16(01), 1–6. Retrieved from https://ojs.unpatompo.ac.id/index.php/jip/article/view/293

Zuhriyah, A. (2020). Pengembangan media pembelajaran permainan ular tangga untuk meningkatkan motivasi belajar siswa dan hasil belajar ips di madrasah ibtidaiyah. Jurnal Pendidikan Guru Madrasah Ibtidaiyah, 3(2021), 26–32. https://doi.org/10.54069/attadrib.v3i2.110 DOI: https://doi.org/10.54069/attadrib.v3i2.110

Author Biographies

I.M. Adi Kurniarta, Universitas Pendidikan Ganesha

Author Origin : Indonesia

I Wayan Redhana, Universitas Pendidikan Ganesha

Author Origin : Indonesia

I Nyoman Tika, Universitas Pendidikan Ganesha

Author Origin : Indonesia

Downloads

Download data is not yet available.

How to Cite

Kurniarta, I. A., Redhana, I. W., & Tika, I. N. (2025). Game-Based Learning for Improving Students’ Creative Thinking Skills in Science Learning: A Systematic Literature Review. Jurnal Penelitian Pendidikan IPA, 11(12), 22–32. https://doi.org/10.29303/jppipa.v11i12.12014