EFEKTIVITAS MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GAME GENIALLY TERHADAP PENINGKATAN KESADARAN DEMOKRASI PESERTA DIDIK DALAM PENDIDIKAN PANCASILA DI SMA NEGERI 2 BANDUNG

Authors

  • Silna Rahmatika Universitas Pendidikan Indonesia
  • Dadang Sundawa Universitas Pendidikan Indonesia
  • Rika Sartika Universitas Pendidikan Indonesia

DOI:

https://doi.org/10.23969/jp.v11i03.57872

Keywords:

Democratic Awareness, Genially, Interactive Learning Media, Pancasila Education, Quasi-Experiment

Abstract

This study aims to analyze the effectiveness of Genially-based interactive learning media in enhancing students’ democratic awareness in the Pancasila Education course at Bandung State High School 2. The study employed a quantitative approach using a quasi-experimental method with a Non-Equivalent Control Group Design. The sample consisted of two classes: Class XI-D, the experimental class using the Genially game-based learning media, and Class XI-K, the control class using video-based media, selected through purposive sampling. The research instruments included affective essay questions (pretest-posttest) and a 5-point Likert scale questionnaire. Data were analyzed using descriptive statistics, simple linear regression, and the coefficient of determination via SPSS version 25. The results showed that the experimental class experienced an increase in democratic awareness of 21.36 points (from an average of 57.97 to 79.33), significantly higher than the control class, which increased by only 6.94 points. The simple linear regression test yielded a correlation coefficient of R = 0.634 (strong correlation), a calculated F-value of 18.822 (sig. 0.000 < 0.05), and a coefficient of determination of R² = 0.402, indicating that the Genially game contributed 40.2% to the increase in students’ democratic awareness. These findings demonstrate that Genially-based learning media is significantly more effective in enhancing students’ democratic awareness than video-based media.

Downloads

Download data is not yet available.

References

Cook, T. D., & Campbell, D. T. (1979). Quasi-Experimentation: Design and Analysis Issues for Field Settings.

Creswell, J. W. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (5th ed.). SAGE Publications.

Crick, B. (1998). Education for Citizenship and the Teaching of Democracy in Schools. Qualifications and Curriculum Authority.

Dale, E. (1969). Audiovisual Methods in Teaching (3rd ed.). Dryden Press.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15.

Fritschner, L. M. (2000). Inside the undergraduate college classroom: Faculty and students differ on the meaning of student participation. The Journal of Higher Education, 71(3), 342–362.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.

Krishnan, P. (2018). A review of the non-equivalent control group post-test-only design. Nurse Researcher. https://doi.org/10.7748/nr.2018.e1582

Nabiel Zamzami, A. (2024). Penggunaan Platform Genially Dan Pengaruhnya Terhadap Hasil Belajar Mata Pelajaran PAI Di SMK Negeri 2 Semarang. Https://Doi.Org/10.61132/Jbpai.V2i2.294

Nurhikmah, H., Firdaus, F., & Hamid, A. (2024). Integrasi game edukasi dalam pembelajaran abad 21. Jurnal Inovasi Pendidikan, 9(3), 255–270.

Piaget, J. (1970). Science of Education and the Psychology of the Child. Orion Press.

Putra, R. A. (2021). Indeks Demokrasi Indonesia Catat Skor Terendah dalam Sejarah. Made for Minds. https://amp.dw.com/id/indeks-demokrasi- indonesia-catat-skor-terendah-dalam-sejarah/a-56448378

Saba, S. S. (2024). Pemanfaatan Game Edukasi untuk Meningkatkan Minat dan Pemahaman Siswa dalam Pembelajaran Sains. JSE Journal Sains and Education, 2 (2), 33-39.

Sartika, R., Praja, W. N., & Azis, A. (2022). Sustainable development goals: Recognition of Pancasila education materials in shaping student ethics in the digital era. Jurnal Civics: Media Kajian Kewarganegaraan, 19(2), 303–309. https://doi.org/10.21831/jc.v19i2.48285

Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 104–111. https://doi.org/10.1177/003172170508700205

Sudjana, N., & Rivai, A. (2010). Media pengajaran. Sinar Baru Algensindo.

Sundawa, D., & Dahliyana, A. (2022). Strengthening civic education through project citizen as an incubator for democracy education. Kasetsart Journal of Social Sciences, 43(3), 763–768. https://doi.org/10.34044/j.kjss.2022.43.3.31

Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.

Wahyuning, S. (2022). Pembelajaran IPA Interaktif dengan Game Based Learning. Jurnal Sains Edukatika Indonesia, 4 (2), 1-5.

Downloads

Published

2026-07-11