Fridolin Jaiman, 2026: The Effect of Using the Wayground Application Based on Games on Students’ Learning Outcomes in Critical Thinking and Social Impacts of Informatics for Grade XI TJKT Students at SMK Negeri 6 Kupang. Informatics Education Study Program, Faculty of Teacher Training and Education, Citra Bangsa University, Kupang. Supervisor 1: Diana Yanni Ariswati Fallo, S.Kom., M.T., and Supervisor 2: Khatrin Juliani Taku Neno, S.Pd.Kom., M.Pd. This study employed a quantitative approach with a quasi-experimental design using a nonequivalent control group design. The study involved an experimental class consisting of 24 students and a control class consisting of 25 students. The experimental class received learning treatment using the Wayground application based on games, while the control class received conventional learning. Data were collected through pretests and posttests and analyzed using descriptive statistics, normality and homogeneity tests, and an independent samples t-test. The results showed that the experimental class obtained a posttest mean score of 88.13, while the control class obtained a mean score of 75.40. The independent samples t-test showed a t-value of 5.285 with 47 degrees of freedom and a significance value of p < 0.001 (p < 0.05). Therefore, H₀ was rejected and H₁ was accepted, indicating a significant difference in learning outcomes between students who learned using the Wayground application based on games and those who received conventional learning. These findings indicate that the use of Wayground based on games had a significant effect on students’ learning outcomes in Critical Thinking and Social Impacts of Informatics.
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