EFEKTIVITAS GAME-BASED LEARNING BERBASIS GIMKIT SEBAGAI MODEL PENINGKATAN LITERASI PESERTA DIDIK SEKOLAH DASAR

Authors

  • Dian Anjani Cahyaningrum Sasongko Universitas Lampung
  • Jody Setya Hermawan Universitas Lampung
  • Dayu Rika Perdana Universitas Lampung
  • Annisa Yulistia Universitas Lampung

DOI:

https://doi.org/10.23969/jp.v11i02.47203

Keywords:

Literacy Skills, Pancasila Education, Game-Based Learning

Abstract

The background of this study is the low level of literacy skills, particularly in reading and the use of digital technology, among students, which stems from the suboptimal use of innovative and interactive teaching methods by educators. This study aims to evaluate whether a game-based learning approach using Gimkit in Pancasila education can significantly improve students’ literacy skills at SD Negeri 01 Metro Utara, Grade 5. In this study, the method applied was a quasi-experimental design using an unequal control group design. The total study population consisted of 75 students, with 51 students selected as the sample. Hypothesis testing was conducted using a simple linear regression formula, yielding a result of 0.00 < 0.05, which means H0 is rejected and Ha is accepted. Therefore, it can be concluded that the implementation of the Gimkit-based game-based learning model in Pancasila education has proven effective at SD Negeri 01 Metro Utara.

Downloads

Download data is not yet available.

References

Prihatini, T., Prasetyono, Y., dan Rahmawati, E. 2020. "Implementasi Gerakan Literasi Sekolah di Sekolah Dasar." Jurnal Pendidikan Dasar Nusantara, 6(1), 12–25.

Hilal Hidayat, M., Agus Basuki, I., dan Akbar, Dun. (N.D.). Gerakan Literasi Sekolah Di Sekolah Dasar.

Masitoh, S. 2018. Blended learning berwawasan literasi digital suatu upaya meningkatkan kualitas pembelajaran dan membangun generasi emas 2045. Proceedings of the ICECRS.

Hidayati, N. 2020. Game based learning sebagai strategi pembelajaran abad 21. Jurnal Pendidikan, 21(2), 115–124.

Perdana, D. R., Adha, M. M., Ardiansyah, N., & Habibi, R. K. (2021). Peningkatan keterampilan mengemukakan pendapat peserta didik melalui model problem terbuka (open ended) pada mata pelajaran pendidikan kewarganegaraan. Jurnal Rontal Keilmuan Pancasila dan Kewarganegaraan, 7(1), 19-18.

Lawrance, P. J., Moreira, A., dan Santos, C. 2021. Gamification To Improve Learners’ Learning In Higher Education. 11, 8–22.

Rosa, N. M., Suryadi, A., dan Adawiyah, R. 2025. Pemanfaatan Gimkit Sebagai Media Evaluasi Pembelajaran. Aksi Kita: Jurnal Pengabdian kepada Masyarakat, 1(3), 235-241.

Laila, A., dan Mukmin, B. A. 2025. GICAME (Digital Educational Games): Interactive Multimedia Based on Gimkit with STEAM Approach to Improve the Problem-Solving Ability of Writing Explanatory Texts. Proceedings of SULE-IC 2024.

Diana. 2022. Penggunaan Model Game Based Learning Berbantuan Media Board Game Klaster untuk Meningkatkan Hasil Belajar IPA. Jurnal Didaktika Pendidikan Dasar, 6(1), 25–34.

YOZHA, F. (2024). PENGARUH MODEL GAMES BASED LEARNING (GBL) BERBANTUAN PUZZLE TERHADAP KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK PADA MATERI BANGUN DATAR DI KELAS IV SD NEGERI 5 METRO TIMUR.

Downloads

Published

2026-05-06