Penerapan Game Phasmophobia dalam Pembelajaran TI untuk Meningkatkan Berpikir Kritis dan Collaborative Problem Solving

Authors

  • Septian Cahyo Purnomo IKIP PGRI Bojonegoro

Abstract

Abstrak
Perkembangan teknologi digital dalam pendidikan mendorong penggunaan game sebagai media pembelajaran yang interaktif dan berbasis pengalaman. Phasmophobia merupakan permainan kooperatif berbasis investigasi yang memiliki potensi untuk diterapkan dalam desain game edukasi karena melibatkan kemampuan observasi, komunikasi, dan pemecahan masalah. Penelitian ini dilakukan untuk menganalisis keterkaitan konsep permainan Phasmophobia dengan pembelajaran berbasis game edukasi dalam meningkatkan keterampilan berpikir kritis peserta didik. Tujuan penelitian adalah mengidentifikasi unsur edukatif yang terdapat dalam mekanisme permainan serta relevansinya terhadap proses pembelajaran kolaboratif. Metode penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data melalui studi literatur, observasi gameplay, dan analisis fitur permainan berdasarkan prinsip desain game edukasi. Hasil penelitian menunjukkan bahwa Phasmophobia mengandung unsur pembelajaran berupa kerja sama tim, kemampuan analisis data, komunikasi efektif, serta pengambilan keputusan berdasarkan bukti yang ditemukan selama investigasi. Selain itu, suasana permainan yang menuntut koordinasi dan strategi mampu meningkatkan keterlibatan serta konsentrasi peserta didik dalam proses belajar. Kesimpulan penelitian menunjukkan bahwa konsep permainan Phasmophobia relevan untuk dikembangkan sebagai media game edukasi karena mendukung pembelajaran kolaboratif, interaktif, dan berbasis pemecahan masalah.
Kata kunci: Phasmophobia, game edukasi, berpikir kritis, pembelajaran kolaboratif, pemecahan masalah
Abstract
The development of digital technology in education has encouraged the use of games as interactive and experience-based learning media. Phasmophobia is a cooperative investigation-based game that has the potential to be applied in educational game design because it involves observation, communication, and problem-solving skills. This study was conducted to analyze the relationship between the gameplay concepts of Phasmophobia and educational game-based learning in improving students’ critical thinking skills. The purpose of this research is to identify the educational elements contained in the game mechanics and their relevance to collaborative learning processes. The research method uses a descriptive qualitative approach with data collection techniques through literature studies, gameplay observation, and game feature analysis based on educational game design principles. The results show that Phasmophobia contains learning elements such as teamwork, data analysis skills, effective communication, and decision-making based on evidence found during investigations. In addition, the game atmosphere, which demands coordination and strategy, is able to increase students’ engagement and concentration in the learning process. The conclusion of this study indicates that the concept of Phasmophobia is relevant to be developed as an educational game medium because it supports collaborative, interactive, and problem-solving-based learning.
Keywords: Phasmophobia, educational games, critical thinking, collaborative learning, problem solving.

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Published

2026-07-31