PENINGKATAN HASIL BELAJAR PENDIDIKAN PANCASILA MENGGUNAKAN MODEL GAME BASED LEARNING (GBL) BERBANTUAN BAAMBOOZLE DI KELAS V SDS IT LUQMAN KOTA PADANG

Authors

  • Hasnatul Fadhilah Universitas Negeri Padang
  • Atri Waldi Universitas Negeri Padang
  • Reinita Universitas Negeri Padang
  • Fikhen Tri Wulandari Universitas Negeri Padang

DOI:

https://doi.org/10.23969/jp.v11i01.43860

Keywords:

Pancasila Education, Game Based Learning Model, Baamboozle

Abstract

This study is grounded in the low learning achievements of fifth-grade students at SDS IT Luqman in Padang City in the subject of Pancasila Education, as evidenced by their minimal learning interest, passive participation, and challenges in mastering core concepts—a situation that also impedes the development of critical thinking, problem-solving, and communication skills. The learning process has yet to fully embody the principles of deep learning, thereby positioning the implementation of a Game-Based Learning model assisted by the Baamboozle platform as a viable solution. The objective is to delineate the enhancement of Pancasila Education learning outcomes through this model. Employing a Classroom Action Research (CAR) design with a mixed qualitative-quantitative approach, the implementation comprised two cycles (Cycle I: two meetings; Cycle II: one meeting), adhering to the phases of planning, action, observation, and reflection. Instruments included RPPM observation sheets, teacher-student activity sheets, and rubrics for assessing attitudes, knowledge, and skills, with 21 fifth-grade students as subjects. Findings highlight substantial improvements: RPPM scores rose from 84.3% to 96.8%; teacher activity from 82.1% to 96.4%; student activity from 76.75% to 92.85%; and average learning outcomes advanced from 70.5 to 78.3, culminating at 91.83 by the end of the cycle.

Downloads

Download data is not yet available.

References

Dwi Wahyuni, A., Benedictus Sudiyana, Mp., & Atri Waldi, Mp. (2023). PENDIDIKAN KARAKTER: STRATEGI MENGHADAPI GLOBALISASI. Tahta Media Group.

Faradila, Z. P. (2024). Peran Perencanaan dalam Mewujudkan Pembelajaran yang Aktif dan Menarik (Vol. 3, Number 202X).

Islam, K. R., Komalasari, K., Masyitoh, I. S., Juwita, J., & Adnin, I. (2024). Pengaruh Model Pembelajaran Game Based Learning terhadap Motivasi Belajar Peserta Didik. Ideas: Jurnal Pendidikan, Sosial, Dan Budaya, 10(3), 619. https://doi.org/10.32884/ideas.v10i3.1640

Luh, N., Andika, P., Agustini, K., Gde, I., & Sudatha, W. (2025). Studi Literatur Review: Peran Media Game Based Learning terhadap Pembelajaran. In Didaktika: Jurnal Kependidikan (Vol. 14, Number 1). https://jurnaldidaktika.org

Lungid Ngasmarani, C., Suci Pramukti, H., & Dewi Mumpuni, A. (2024). Pemanfaatan Media Interaktif Berbasis Web 4.0 (Baamboozle) untuk Meningkatkan Motivasi Belajar Pada Siswa Kelas V SDN Gebang 224 Kota Surakarta. https://jurnal.uns.ac.id/shes

Prasetyo Adi, H., & Fitria Ramadhani, N. (2025). Metode Game Based Learning sebagai Upaya Peningkatan Minat dan Motivasi Belaja. Cemerlang Multidisciplinary Science and Technology (CEPAT), 1(1). https://doi.org/xxxx/xxxxx

Pratiwi, R. (2024). Peningkatan Kreativitas Belajar Peserta Didik Melalui Metode Game Based Learning. 1(7). https://ejournal.jurnalpengabdiansosial.com/index.php/jps

Prayogi, A., Arif Kurniawan, M., & Abdurrahman Wahid Pekalongan, U. K. (2024). Pendekatan Kualitatif dan Kuantitatif: Suatu Telaah. Complex : Jurnal Multidisiplin Ilmu Nasional, 1(2), 30–37.

Rahayu, A. W., Azizah, I. N., Ratnawati, Y. D., Shufiyah, S. S., Juhaeni, J., Purwanti, A. A., & Safaruddin, S. (2024). Pengaruh Model Pembelajaran Game based learning “One Board” terhadap Hasil Belajar Siswa Madrasah Ibtidaiyah. Journal of Instructional and Development Researches, 4(2), 46–53. https://doi.org/10.53621/jider.v4i2.305

Reinita, & Fitria, A. (2022). Pengembangan Media Pembelajaran Vidio Animasi Dengan Aplikasi Adobe After Effect Kelas IV Sekolah Dasar. Paedagoria: Jurnal Kajian, Penelitian Dan Pengembangan Kependidikan, 13(2), 98–101.

Siti Marwah, S., & Nurul Ain, Z. (2022). STUDI LITERATUR: BAAMBOOZEL SEBAGAI MEDIA PEMBELAJARAN YANG INTERAKTIF. Jurnal PGMI UNIGA (JPU), (2).

Susilo Herawati, Chotimah Husnul, & Sari Yuyun Dwita. (2022). Penelitian Tindakan Kelas. Media Nusa Creative (MNC Publishing).

Waldi, A., Dra Reinita, Mp., Yesi Anita, Mp., Katherine Putri Rivelia, Mp., & Aisyah Anggraeni, Sp. (2023). KONSEP DASAR PKN SD. Tahta Media Group.

Yandi, A., Nathania, A., Putri, K., & Syaza, Y. (2023). Faktor-Faktor Yang Mempengarui Hasil Belajar Peserta Didik (Literature Review). Jurnal Pendidikan Siber Nusantara (JPSN), 1(1), 13–24. https://doi.org/10.38035/jpsn.v1i1

Downloads

Published

2026-03-24