Potensi Elemen Game Investigasi Berbasis Criminal Case sebagai Media Pembelajaran Berpikir Kritis: Systematic Literature Review

Penulis

  • Muhammad Rinov Cuhanazriansyah IKIP PGRI Bojonegoro

Abstrak

Abstrak
Kemampuan berpikir kritis merupakan kompetensi esensial yang perlu dikuasai peserta didik di era digital, khususnya pada jenjang SMA/SMK. Namun, pembelajaran konvensional dinilai kurang mampu mendorong keterlibatan aktif siswa dalam mengembangkan kemampuan tersebut. Game mobile bergenre investigasi seperti Criminal Case menawarkan mekanik permainan yang secara alami menuntut pemain untuk menganalisis bukti, menarik kesimpulan, dan memecahkan masalah, keterampilan yang selaras dengan indikator berpikir kritis. Penelitian ini mengkaji secara sistematis literatur yang membahas potensi elemen game investigasi berbasis Criminal Case sebagai media pembelajaran berpikir kritis siswa SMA/SMK. Metode yang digunakan adalah Systematic Literature Review (SLR) dengan penelusuran artikel dari database Google Scholar, Scopus, ERIC, dan Semantic Scholar, mencakup publikasi tahun 2021–2026. Hasil kajian terhadap 20 artikel menunjukkan bahwa elemen Criminal Case hidden object, analisis bukti, pemecahan kasus bertahap, dan sistem reward, memiliki korespondensi langsung dengan enam dimensi berpikir kritis. Sebanyak 90% studi membuktikan efektivitas GBL dalam meningkatkan berpikir kritis siswa. Penelitian ini menyimpulkan bahwa Criminal Case berpotensi signifikan diadaptasi sebagai media pembelajaran berpikir kritis, terutama bila diintegrasikan dalam model problem-based learning secara berkelanjutan. Diperlukan penelitian empiris lanjutan untuk menguji efektivitasnya dalam konteks pembelajaran formal di Indonesia.
Kata kunci: Criminal Case, game edukasi, berpikir kritis, media pembelajaran, systematic literature review
Abstract
Critical thinking skills are essential competencies that students need to master in the digital era, particularly at the high school/vocational school level. However, conventional learning is considered inadequate in encouraging active student engagement in developing these skills. Investigation-genre mobile games like Criminal Case offer game mechanics that naturally require players to analyze evidence, draw conclusions, and solve problems—skills aligned with critical thinking indicators. This study systematically reviews the literature discussing the potential of Criminal Case-based investigation game elements as a learning medium for critical thinking in high school/vocational school students. The method used was a Systematic Literature Review (SLR) with a search of articles from the Google Scholar, Scopus, ERIC, and Semantic Scholar databases, covering publications from 2021–2026. The results of the review of 20 articles indicate that Criminal Case elements—hidden objects, evidence analysis, step-by-step case solving, and reward systems—have a direct correlation with the six dimensions of critical thinking. Ninety percent of the studies demonstrated the effectiveness of GBL in improving students' critical thinking. This study concludes that Criminal Case has significant potential to be adapted as a learning medium for critical thinking, especially when integrated into a problem-based learning model on an ongoing basis. Further empirical research is needed to test its effectiveness in the context of formal learning in Indonesia.
Keyword: Criminal Case, educational game, critical thinking, instructional Media, systematic literature review

Diterbitkan

2026-07-31