PENGARUH PENGGUNAAN METODE PERMAINAN BINGO TERHADAP KEMAMPUAN BERFIKIR TINGKAT TINGGI (HOTS) SISWA PADA MATA PELAJARAN SEJARAH DI SMA SULLAMUL MUBTADI ANJANI
DOI:
https://doi.org/10.51878/social.v5i4.15548Keywords:
Berpikir Tingkat Tinggi, Permainan Bingo, Pembelajaran Sejarah, Pembelajaran Berbasis Permainan, HOTSAbstract
ABSTRACT
History education still faces challenges in encouraging students not only to memorize facts but also to develop Higher Order Thinking Skills (HOTS). One alternative is the Bingo game method, which integrates game-based activities with questions that require complex thinking processes. This study aimed to analyze differences in students’ HOTS achievement following the implementation of the Bingo game method in History subject for Grade X students at SMA Sullamul Mubtadi Anjani. The study employed a quantitative approach with a quasi-experimental method involving an experimental group and a control group. Data were collected through a HOTS test and analyzed using descriptive statistics and an Independent Samples t-test after testing the analytical assumptions. The results showed that the HOTS achievement of the experimental group was higher than that of the control group, with mean scores of 80.8065 and 58.87, respectively. The t-test yielded t = 4.853 with a significance value of 0.000. Thus, the Bingo game method can serve as an alternative for History learning that supports HOTS development through analysis, information processing, problem-solving, and decision-making activities.
ABSTRAK
Pembelajaran sejarah masih menghadapi tantangan dalam mendorong peserta didik untuk tidak hanya mengingat fakta, tetapi juga mengembangkan kemampuan berpikir tingkat tinggi (Higher Order Thinking Skills/HOTS). Salah satu alternatif yang dapat digunakan adalah metode permainan Bingo yang mengintegrasikan aktivitas bermain dengan pertanyaan yang menuntut proses berpikir kompleks. Penelitian ini bertujuan menganalisis perbedaan capaian HOTS siswa setelah penerapan metode permainan Bingo pada mata pelajaran sejarah kelas X di SMA Sullamul Mubtadi Anjani. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi-eksperimen dan melibatkan kelompok eksperimen serta kelompok kontrol. Data dikumpulkan melalui tes kemampuan HOTS dan dianalisis menggunakan statistik deskriptif serta Independent Samples t-test setelah pengujian persyaratan analisis. Hasil penelitian menunjukkan bahwa capaian HOTS kelompok eksperimen lebih tinggi dibandingkan kelompok kontrol, dengan rata-rata masing-masing 80,8065 dan 58,87. Hasil uji t menunjukkan t = 4,853 dengan nilai signifikansi 0,000. Dengan demikian, metode permainan Bingo dapat menjadi alternatif pembelajaran sejarah yang mendukung pengembangan HOTS melalui aktivitas analisis, pengolahan informasi, pemecahan masalah, dan pengambilan keputusan.
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