The Effect of Digital Game-Based Learning on Students’ Problem-Solving Skills in The Context of Sustainable Organic Farming

Authors

  • Emilia Candrawati Universitas Bengkulu
  • Silvia Syeptiani Universitas Bengkulu
  • Arsela Eko Listiono Universitas Bengkulu

DOI:

https://doi.org/10.31629/cv6f7204

Keywords:

digital game-based learning , problem-solving, local plant cultivation, organic farming, innovative learning

Abstract

This study aims to implement the Digital Game-Based Learning (DGBL) model through the EcoFarm Challenge educational game to improve students' problem-solving skills. This research uses a research and development (R&D) approach combined with a quasi-experimental design and a one-group pretest-posttest design involving 18 students. Data analysis was performed using the Shapiro–Wilk normality test and the Wilcoxon Signed-Rank Test. The results showed that the data were not normally distributed (p < 0.05), so the Wilcoxon test was used. The test results showed a significant difference between the pretest and posttest (Z = -2.312; p = 0.021) with a large effect size (r = -0.788). Data visualization using a raincloud plot also showed an upward trend in scores despite individual variation. These results indicate that the DGBL model is effective in improving students' problem-solving skills through interactive, simulation-based learning experiences.

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Published

2026-05-25

How to Cite

Candrawati, E., Syeptiani, S., & Eko Listiono, A. . (2026). The Effect of Digital Game-Based Learning on Students’ Problem-Solving Skills in The Context of Sustainable Organic Farming. Jurnal Zarah, 14(1), 48-54. https://doi.org/10.31629/cv6f7204