Proceedings of the 3th Lawang Sewu International Symposium on Humanities and Social Sciences 2024 (LEWIS HUSO 2024)

The Effectiveness of Game-Based Learning (GBL) Rabbit Population Dynamic (RPD) on Students’ Problem-Solving Skills in Ecology Materials in High School

Authors
Dani Ramdani1, Purwati Kuswarini1, *, Liah Badriah1
1Universitas Siliwangi, Tasikmalaya, West Java, 46112, Indonesia
*Corresponding author. Email: purwatikuswarini@unsil.ac.id
Corresponding Author
Purwati Kuswarini
Available Online 31 May 2025.
DOI
10.2991/978-2-38476-428-0_11How to use a DOI?
Keywords
Game-Based Learning; Rabbit Population Dynamic; Problem-Solving Skills; Ecology
Abstract

This study aims to test the effectiveness of Game-Based Learning (GBL), specifically the Rabbit Population Dynamic (RPD) model, on high school students’ problem-solving skills in ecology. The research employs a pre-experimental method with a one-group pretest-posttest design. A class of students participated in the study, taking pre-tests and post-tests to measure problem-solving skills. The findings show a significant improvement across all indicators of problem-solving skills, with an average pre-test score of 4.91 and a post-test score of 25.31. The greatest improvement was observed in the post-test results, which showed that game-based learning provided a contextual learning experience that improved students’ problem-solving skills. The GBL RPD approach has proven to be effective in creating an interactive learning environment, allowing students to engage directly in the simulation of real-world problems and thus strengthen their ability to comprehensively analyze and solve ecological problems. This study concludes that GBL RPD is an effective learning method to improve students’ problem-solving skills in the field of ecology.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 3th Lawang Sewu International Symposium on Humanities and Social Sciences 2024 (LEWIS HUSO 2024)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
31 May 2025
ISBN
978-2-38476-428-0
ISSN
2352-5398
DOI
10.2991/978-2-38476-428-0_11How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Dani Ramdani
AU  - Purwati Kuswarini
AU  - Liah Badriah
PY  - 2025
DA  - 2025/05/31
TI  - The Effectiveness of Game-Based Learning (GBL) Rabbit Population Dynamic (RPD) on Students’ Problem-Solving Skills in Ecology Materials in High School
BT  - Proceedings of the 3th Lawang Sewu International Symposium on Humanities and Social Sciences 2024 (LEWIS HUSO 2024)
PB  - Atlantis Press
SP  - 156
EP  - 163
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-428-0_11
DO  - 10.2991/978-2-38476-428-0_11
ID  - Ramdani2025
ER  -