PEMANFAATAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI DALAM MENGEMUKAKAN PENDAPAT SISWA SD SEBAGAI IMPLEMENTASI NILAI DEMOKRASI: KAJIAN LITERATUR
DOI:
https://doi.org/10.23969/jp.v11i02.47525Keywords:
Gamification, Democratic Values, Pancasila EducationAbstract
Conventional elementary school learning environments have failed to cultivate students' courage to express opinions, as a fundamental democratic value rooted in Pancasila's fourth principle. This study examines the potential of gamification-based learning media in fostering that courage as an implementation of democratic values in Pancasila Education. A qualitative descriptive literature review was conducted using ten articles (2020–2026) sourced from Google Scholar, Garuda, and accredited national journals, analyzed thematically through content analysis. Findings consistently show that gamification platforms, including Quizizz, Wordwall, and Kahoot! effectively increase students' active participation and willingness to speak up; Rahmatullah et al. (2022) recorded an N-Gain of 39.10%, Astuti et al. (2026) confirmed consistent effects across three schools at F(1, 61) = 306.242 (p < 0.001), and Mohammed et al. (2024) reported cross-cultural evidence with an effect size of 0.55 in the raising questions dimension. These findings affirm that gamification serves as a pedagogical bridge connecting democratic values from textual concepts toward authentic behavioral practice in elementary.
Downloads
References
Aini, F., & Husna, N. (2025). Penggunaan Elemen Gamifakasi dalam Meningkatkan Motivasi dan Keterlibatan Siswa dalam Pembelajaran. Sosial Khatulistiwa: Jurnal Pendidikan IPS, 5(1), 63–76. https://doi.org/10.26418/skjpi.v5i1.93110
Anjelina, J., & Putro, K. Z. (2026). PPKn sebagai Pondasi Demokrasi: Penguatan Kesadaran Kewarganegaraan Anak Sekolah Dasar. JEMARI: Jurnal Edukasi Madrasah Ibtidaiyah, 8(1), 10–20. https://doi.org/10.30599/acyqpe47
Firmansyah, A., & Jiwandono, N. R. (2022). Kecenderungan Guru dalam Menerapkan Pendekatan Student Centre Learning dan Teacher Centre Learning dalam Pembelajaran. Jurnal Guru Indonesia, 2(1), 33–39. https://doi.org/10.51817/jgi.v2i1.229
Hidayatullah, & Haifaturrahmah. (2025). Penggunaan Aplikasi Quizizz sebagai Media Pembelajaran dalam Meningkatkan Minat Belajar Siswa SD. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(4), 252–264. https://doi.org/10.23969/jp.v10i04.35178
Khuzaimah, K., & Pribadi, F. (2022). Penerapan Demokrasi Pendidikan pada Pembelajaran Siswa di Sekolah Dasar. AL MA’ARIEF : Jurnal Pendidikan Sosial Dan Budaya, 4(1), 41–49. https://doi.org/10.35905/almaarief.v4i1.2176
Mayring, P. (2014). Qualitative Content Analysis Theoretical Foundation, Basic Procedures and Software Solution. Austria: Klagenfurt.
Mohammed, M. et al. (2024). Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment. Simulation and Gaming, 55(4), 600–636. https://doi.org/10.1177/10468781241237389
Muhammad Zulfikar Sadrah et al. (2025). Pengembangan Media Pembelajaran Berbasis Gamifikasi untuk Meningkatkan Motivasi dan Hasil Belajar SIswa Kelas 5 SD Negeri Paccinongang Unggulan. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(3), 291–320. https://doi.org/10.23969/jp.v10i03.29737
Mulyawati, S., & Kustati, M. (2025). Strategi Gamifikasi sebagai Upaya Meningkatkan Keaktifan Siswa dalam Proses Pembelajaran di SDN 11 Lolong Kota Padang. Jurnal Sains Student Research, 3(6), 930–934. https://doi.org/10.61722/jssr.v3i6.6960
Nooviar, M. S. et al. (2024). Transformasi Pembelajaran: Menghidupkan Keaktifan Belajar Siswa melalui Strategi Gamifikasi di Sekolah Dasar. Edukatif : Jurnal Ilmu Pendidikan, 6(3), 2865–2872. https://doi.org/10.31004/edukatif.v6i4.6992
Noviandy, A. S. et al. (2024). Implementasi Media Pembelajaran Berbasis Gamifikasi Untuk Memperkuat Profil Pelajar Pancasila Dalam Mata Pelajaran PPKn. De Cive : Jurnal Penelitian Pendidikan Pancasila Dan Kewarganegaraan, 4(10), 331–336. https://doi.org/10.56393/decive.v4i10.2465
R. y Nacke, L. D. S. D. D. K. (2011). From Game Design Elements to Gamefulness: Defining “Gamification” Sebastian. Journal of Urology, 11, 9–15. https://doi.org/10.1145/2181037.2181040
Rahmatullah, S. S. et al. (2022). Pengaruh Model Pembelajaran Gamification Terhadap Partisipasi Siswa Kelas VI Sekolah Dasar. Padaringan: Jurnal Pendidikan Sosiologi Antropologi, 4(3), 150–163. https://doi.org/10.20527/pn.v4i3.6287
Setiawati, I. et al. (2024). Pentingnya Pembelajaran PKN di SD Untuk Menumbuhkan Kesadaran Berdemokrasi Sejak Dini. Jurnal Pendidikan Guru Sekolah Dasar, 1(3), 10. https://doi.org/10.47134/pgsd.v1i3.472
Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104(July), 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039
Valentinna, C. R. et al. (2024). Media Belajar Gamifikasi terhadap Peningkatan Motivasi Belajar Siswa Sekolah Dasar. Jurnal Basicedu, 8(3), 1722–1732. https://doi.org/10.31004/basicedu.v8i3.7476 ISSN
Wandari, A. et al. (2026). Penerapan Gamifikasi Digital Berbantuan Quizizz dalam Pembelajaran Pendidikan Pancasila untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar. JRIP: Jurnal Riset Dan Inovasi Pembelajaran, 6(1), 85–92. https://doi.org/10.51574/jrip.v6i1.4036
Waruwu, M. (2023). Pendekatan Penelitian Pendidikan: Metode Penelitian Kualitatif, Metode Penelitian Kuantitatif dan Metode Penelitian Kombinasi (Mixed Method). Jurnal Pendidikan Tambusai, 7(1), 2896–2910. https://doi.org/10.36706/jbti.v9i2.18333
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.