PENGEMBANGAN MEDIA GAME EDUKASI BERBASIS PROBLEM SOLVING PADA MATERI KEBERAGAMAN DAN TOLERANSI DALAM PEMBELAJARAN PKN SMP
DOI:
https://doi.org/10.23969/jp.v11i02.47120Keywords:
Educational Game, Problem Solving, Civic Education, ADDIE, Articulate StorylineAbstract
This study aims to develop a problem-solving-based educational game on diversity and tolerance material in Civic Education (PKN) for eighth-grade junior high school students. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were 22 students of grade VIII at SMP IT Amanah Sungai Penuh. Data were collected through validation questionnaires, practicality questionnaires, and learning outcome tests in the form of pretest and posttest. The product developed is an interactive educational game created using Articulate Storyline, designed with problem-based scenarios to encourage students’ critical thinking and active participation in learning. The validation results showed that the media achieved a very high level of validity, with an average score of 4.70 for material aspects and 4.82 for media aspects. The practicality test indicated an average score of 4.51, categorized as very practical, showing that the media is easy to use and engaging for students. Furthermore, the effectiveness test revealed an N-Gain score of 72.80%, which falls into the moderately effective category, indicating a significant improvement in students’ learning outcomes. In conclusion, the developed problem-solving-based educational game using Articulate Storyline is valid, practical, and effective in improving students’ learning outcomes in Civic Education, particularly on diversity and tolerance material.
Downloads
References
Banks, J. A., & Banks, C. A. M. (2022). Multicultural education: Issues and perspectives (10th ed.). Wiley.
Bastrian, R., Putri, D. A., & Sari, M. (2024). The use of educational games in civic education learning to improve student competence. Journal of Civic Education Research, 8(1), 45–53.
Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (4th ed.). Wiley.
Fitriani, L. (2024). Pemanfaatan media pembelajaran digital dalam meningkatkan hasil belajar siswa. Jurnal Teknologi Pendidikan, 12(2), 101–110.
Hamari, J., Koivisto, J., & Sarsa, H. (2023). Does gamification work? A literature review of empirical studies on gamification. Computers in Human Behavior, 145, 107–120.
Hasnimar, H., Yuliana, R., & Saputra, E. (2024). The effectiveness of game-based learning in improving civic learning outcomes. International Journal of Educational Studies, 15(2), 88–96.
Indriani, D., Suryani, N., & Prasetyo, Z. K. (2021). Development of interactive multimedia using Articulate Storyline to improve student engagement. Journal of Educational Multimedia, 5(1), 23–30.
Jonassen, D. H. (2022). Learning to solve problems: A handbook for designing problem-solving learning environments. Routledge.
Kurniawan, D., & Sari, N. (2021). Pengembangan media pembelajaran berbasis game edukasi. Jurnal Inovasi Pendidikan, 7(1), 67–75.
Lazuardi, M., Putra, A., & Hidayat, T. (2024). Implementation of ADDIE model in instructional media development. Jurnal Inovasi Pendidikan, 9(1), 12–20.
Mayer, R. E. (2023). Multimedia learning (3rd ed.). Cambridge University Press.
Nuraeni, N., & Deratama, A. (2025). Problem-solving approach in education: Enhancing critical thinking skills. Journal of Educational Development, 10(1), 55–63.
Rahmawati, D., & Suryani, N. (2022). Efektivitas media pembelajaran berbasis digital dalam meningkatkan motivasi belajar siswa. Jurnal Pendidikan, 10(2), 101–110.
Saputra, R., & Wulandari, S. (2021). Penggunaan game edukasi dalam pembelajaran. Jurnal Pendidikan Inovatif, 6(2), 120–128.
Sugiyono. (2019). Metode penelitian dan pengembangan (Research and Development/R&D). Alfabeta.
UNESCO. (2022). Global education monitoring report: Inclusion and education. UNESCO Publishing.
Winarno. (2019). Pembelajaran Pendidikan Kewarganegaraan di sekolah menengah pertama. Jurnal Pendidikan Kewarganegaraan, 6(2), 120–130.
Zainuddin, Z., Keumala, C. M., & Hikmah, S. (2023). Gamification in education: A systematic review. Journal of Educational Technology Systems, 51(3), 300–320.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.