Si-GEMAS: Serious game mathematical crossword puzzle learning media for students critical thinking ability

Yus Mochamad Cholily, Rani Darmayanti, Terence Lovat, Choirudin Choirudin, Usmiyatun Usmiyatun, Ilham Muhammad


Critical personality is a skill that must be possessed in order to survive in the global competition of 21st-century society. Given that critical thinking education is an essential part of human life, innovations must be carried out to foster students' critical thinking. One of his studies was the innovation of crossword learning media (Si-GEMAS). This study aimed to develop Si-GEMAS learning media for the mathematical critical thinking skills of Grade VIII SMP students at YALCP Pasuruan, which are valid, practical, and effective in the learning process. This is intended to determine its validity and efficiency. This research specialty was based on the Borg n Gall development model. The research subjects were ten students of class VIII. The instruments used were validation sheets, teacher and student response questionnaires, and student learning outcomes tests. The results showed that the relevance score of Si-GEMAS learning media with students' critical thinking skills was in the very valid category and efficient. It shows that the Si-GEMAS media was valid and efficient. It increases students' critical thinking from an average of 65.67 to 88.28. It shows that there is an increase of 22.61. So it can help students develop critical thinking skills in learning.


Critical Thinking, Crossword Puzzles, Serious Game, Si-GEMAS.

Full Text:



Agarwal, H. K., Singhal, A., & Yadav, A. K. (2020). Crossword puzzle: An innovative assessment tool to improve learning of students in forensic medicine. Medico-Legal Update, 20(1), 18–22.

Alphonce, S., & Mwantimwa, K. (2019). Students’ use of digital learning resources: diversity, motivations and challenges. Information and Learning Sciences, 120(11/12), 758–772.

Alpusari, M., Mulyani, E. A., Hermita, N., & Putra, E. D. (2020). Improving Fourth Grade Students’ Critical Thinking Skills with MIKIR Approach. JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE), 3(2), 192.

Anjarwati, S., Darmayanti, R., & Khoirudin, M. (2023). Development of “Material Gaya” Teaching Materials Based on Creative Science Videos (CSV) for Class VIII Junior High School Students. Jurnal Edukasi Matematika Dan Sains), 11(1), 163–172.

Arisoy, B., & Aybek, B. (2021). The effects of subject-based critical thinking education in mathematics on students’ critical thinking skills and virtues*. Eurasian Journal of Educational Research, 2021(92), 99–120.

Bar, A., & Otterbring, T. (2021). The role of culture and personality traits in board game habits and attitudes: Cross-cultural comparison between Denmark, Germany, and USA. Journal of Retailing and Consumer Services, 61, 102506.

Cardinot, A., McCauley, V., & A Fairfield, J. (2022). Designing physics board games: a practical guide for educators. Physics Education, 57(3), 035006.

Chen, H.-J. H., & Hsu, H.-L. (2020). The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning, 33(7), 811–832.

Danilovic, S., & de Voogt, A. (2021). Making Sense of Abstract Board Games: Toward a Cross-Ludic Theory. Games and Culture, 16(5), 499–518.


Darmayanti, R., Sugianto, R., Baiduri, B., Choirudin, C., & Wawan, W. (2022). Digital comic learning media based on character values on students’ critical thinking in solving mathematical problems in terms of learning styles. Al-Jabar : Jurnal Pendidikan Matematika, 13(1), 49–66.

Darmayanti, R., Sugianto, R., & Muhammad, Y. (2022). Analysis of Students’ Adaptive Reasoning Ability in Solving HOTS Problems Arithmetic Sequences and Series in Terms of Learning Style. Numerical: Jurnal Matematika Dan Pendidikan Matematika, 73–90.

Eriana, Kartono, & Sugianto. (2019). Understanding Ability of Mathematical Concepts and Students’ Self-reliance towards Learning by Implementing Manipulative Props (APM) on Jigsaw Technique Article Info. Journal of Primary Education, 8(2), 176–183.

Fadhlullah, A., & Ahmad, N. (2017). Thinking outside of the box: Determining students’ level of critical thinking skills in teaching and learning. Asian Journal of University Education, 13(2), 51–70.

Fukuda, K. (2020). Science, technology and innovation ecosystem transformation toward society 5.0. International Journal of Production Economics, 220, 107460.

Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207–219.

Güner, P., & Erbay, H. N. (2021). Prospective mathematics teachers’ thinking styles and problem-solving skills. Thinking Skills and Creativity, 40, 100827.

Haftador, A. M., Shirazi, F., & Mohebbi, Z. (2021). Online class or flipped-jigsaw learning? Which one promotes academic motivation during the COVID-19 pandemic? BMC Medical Education, 21(1), 499.

Hasanah, N., In’am, A., Darmayanti, R., Choirudin, C., Nurmalitasari, D., & Usmiyatun, U. (2022). DEVELOPMENT OF AL-QUR’AN CONTEXT MATH E-MODULE ON INVERS FUNCTION MATERIALS USING BOOK CREATOR APPLICATION. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 11(4), 3502.

Hasanah, N., Syaifuddin, M., & Darmayanti, R. (2022). Analysis of the Need for Mathematics Teaching Materials “Digital Comic Based on Islamic Values” for Class X SMA Students in Era 5.0. Numerical: Jurnal Matematika Dan Pendidikan Matematika, 6(2), 231–240.

Herawati, H. (2022). Critical Thinking and Meaningful Learnings in Online Learning: Do Both Make Increases? Jurnal Pendidikan Ilmu Sosial, 32(1), 1–13.

Inganah, S., Darmayanti, R., & Rizki, N. (2023). Problems, Solutions, and Expectations: 6C Integration of 21 st Century Education into Learning Mathematics. JEMS (Journal of Mathematics and Science Education), 11(1), 220–238.

Iten, N., & Petko, D. (2016). Learning with serious games: Is fun playing the game a predictor of learning success? British Journal of Educational Technology, 47(1), 151–163.

Loh, C. S. (2009). Researching and Developing Serious Games as Interactive Learning Instructions. International Journal of Gaming and Computer-Mediated Simulations, 1(4), 1–19.

McAdoo, R. M., Key, K. N., & Gronlund, S. D. (2019). Task effects determine whether recognition memory is mediated discretely or continuously. Memory & Cognition, 47(4), 683–695.

Meirbekov, A., Maslova, I., & Gallyamova, Z. (2022). Digital education tools for critical thinking development. Thinking Skills and Creativity, 44, 101023.

Moloney, J., Globa, A., Wang, R., & Roetzel, A. (2017). Serious Games for Integral Sustainable Design: Level 1. Procedia Engineering, 180, 1744–1753.

Morozova, M., Gula, L., Dymar, N., Diachenko, I., & Bykadorova, N. (2022). Influence of Critical Thinking Technologies on Improvement of Students Performance During Self-Study. Journal of Curriculum and Teaching, 11(1), 59.

Mshayisa, V. V. (2020). Students’ perceptions of Plickers and crossword puzzles in undergraduate studies. Journal of Food Science Education, 19(2), 49–58.

Niculescu, V., & Ştefănică, R. M. (2022). Tries-Based Parallel Solutions for Generating Perfect Crosswords Grids. Algorithms, 15(1), 22.

Nugroho, P. B., Nusantara, T., As’ari, A. R., Sisworo, S., Hidayanto, E., & Susiswo, S. (2018). Critical Thinking Disposition: Students Skeptic in Dealing with Ill-Logical Mathematics Problem. International Journal of Instruction, 11(3), 635–648.

Oracion, Q. J. G., & Abina, I. L. S. (2021). The mediating effect of students’ attitude to student career aspiration and mathematics achievement. JRAMathEdu (Journal of Research and Advances in Mathematics Education), 6(3), 158–173.

Perini, S., Luglietti, R., Margoudi, M., Oliveira, M., & Taisch, M. (2018). Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game. Computers in Industry, 102, 40–49.

Rachmavita, F. P. (2020). Interactive media-based video animation and student learning motivation in mathematics. Journal of Physics: Conference Series, 1663(1), 012040.

Rahmawati, N. S., Bungsu, T. K., Islamiah, I. D., & Setiawan, W. (2019). Analisis Minat Belajar Siswa Ma Al-Mubarok Melalui Pendekatan Saintifik Berbantuan Aplikasi Geogebra Pada Materi Statistika Dasar. Journal On Education, 01(03), 386–395.

Ramadhania, S., & Adnan, H. (2022). Crossword Puzzle Learning Media to Improve Indonesian Vocabulary Mastery for Grade 2 Elementary School Students. Journal of Innovation and Research in Primary Education, 1(2), 50–55.

Sadiyah, W. H., Septiani, W., & Kareviati, E. (2019). IMPROVING ENGLISH VOCABULARY MASTERY BY USING CROSSWORD PUZZLE. PROJECT (Professional Journal of English Education), 2(2), 110.

Scott, D., Knowles, N. L. B., Ma, S., Rutty, M., & Steiger, R. (2023). Climate change and the future of the Olympic Winter Games: athlete and coach perspectives. Current Issues in Tourism, 26(3), 480–495.

Siburian, J., Corebima, A. D., Ibrohim, & Saptasari, M. (2019). The correlation between critical and creative thinking skills on cognitive learning results. Eurasian Journal of Educational Research, 2019(81), 99–114.

Song, D., & Bonk, C. J. (2016). Motivational factors in self-directed informal learning from online learning resources. Cogent Education, 3(1), 1205838.

Ullah, M., Amin, S. U., Munsif, M., Safaev, U., Khan, H., Khan, S., & Ullah, H. (2022). Serious Games in Science Education. A Systematic Literature Review. Virtual Reality & Intelligent Hardware, 4(3), 189–209.

Vidyastuti, A. N., Effendi, M. M., & Darmayanti, R. (2022). Aplikasi Tik-Tok: Pengembangan Media Pembelajaran Matematika Materi Barisan dan Deret Untuk Meningkatkan Minat Belajar Siswa SMA. Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah Di Bidang Pendidikan Matematika, 8(2), 91–106.


Wijaksono S, D. N. H., & Siddik, A. H. R. (2022). The Effectiveness of Using Crossword Puzzle Games Through Student’s Vocabulary Mastery. JOEY: Journal of English Ibrahimy, 1(1), 1–10.



  • There are currently no refbacks.


Creative Commons License
Al-Jabar : Jurnal Pendidikan Matematika is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.