This research employed a quasi-experimental research design, involving an experimental group that received instruction through an Android-based puzzle adventure game and a control group that followed conventional learning methods. Data collection was conducted through pre-tests and post-tests to measure students' critical thinking skills across six dimensions: interpretation, analysis, evaluation, inference, explanation, and self-regulation. Statistical analysis confirmed the validity and reliability of the research instrument, with a Cronbach's Alpha value of 0.87, indicating high internal consistency. The results of the independent samples t-test showed a significant difference between the post-test scores of the experimental and control groups, with a p-value of 0.000 (p < 0.05). These findings confirm the positive impact of game-based learning on students' critical thinking skills. The research findings highlight the impact of educational games as an instructional tool in vocational education, enhancing student engagement and cognitive development. This study suggests that integrating Android-based games into the vocational curriculum can improve students' learning experiences and better prepare them for professional careers. Further research should explore the long-term impact of game-based learning and its adaptability across various vocational subjects.
Lestari et al. (Tue,) studied this question.