Pengaruh Pendekatan Gamification Terhadap Hasil Belajar Kognitif Siswa Sekolah Dasar

Authors

  • Mohamad Teguh Baktiar Program Studi Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Indonesia, Indonesia
  • Jennyta Caturiasari Program Studi Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Indonesia, Indonesia
  • Tiara Yogiarni Program Studi Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Indonesia, Indonesia

DOI:

https://doi.org/10.55681/nusra.v7i4.6596

Keywords:

Gamification, Cognitive Learning Outcomes, IPAS, Quasi-Experiment

Abstract

This study was motivated by the low cognitive learning outcomes of fourth-grade students in IPAS history due to the use of conventional teaching approaches. The study aimed to examine the relationship between the use of a gamification approach and students’ cognitive learning outcomes in learning the history of kingdoms in the Nusantara. The study employed a quasi-experimental Nonequivalent Control Group Design involving 54 fourth-grade students at SDN 1 Nagri Kidul, Purwakarta, consisting of 27 students in the experimental class and 27 students in the control class. Data were collected through 15-item multiple-choice pretest and posttest instruments. The descriptive results showed an increase in the experimental class from a mean pretest score of 48.07 to 79.93, while the control class increased from 46.04 to 67.81. The N-Gain was 62.30% in the experimental class and 39.97% in the control class. Simple regression analysis produced R = 0.673 and R Square = 0.452, indicating a positive relationship and that 45.2% of the variance in cognitive learning outcomes was associated with the gamification variable in the model. Because the available analysis does not report an inferential significance value, the findings are interpreted as descriptive and associational rather than as definitive evidence of a causal effect. The study contributes an implementation of gamification through points, badges, cards, quizzes, and group competition in IPAS learning on the history of kingdoms in the Nusantara.

Downloads

Download data is not yet available.

References

Abraham, I., & Supriyati, Y. (2022). Desain kuasi Eksperimen dalam Pendidikan: Literatur Review. Jurnal Ilmiah Mandala Education, 8(3), 2476–2482.

Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives. Longman.

Anwar, R. (2021). Pengaruh Media Visual Dalam Meningkatkan Pemahaman Sejarah Pada Siswa Sekolah Dasar. Jurnal Pendidikan Dasar Indonesia, 7(2), 45-56.

Badriyah, L., Nabila, M. R., Nafisah, S. J., & Farhurohman, O. (2025). Penerapan Problem Based Learning Dalam Pembelajaran IPS Untuk Membangun Kesadaran Sosial Siswa Sekolah Dasar. Celebes Journal of Elementary Education, 3(2), 146-150

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.

Dichev, C., & Dicheva, D. (2021). Gamification in Education: Where are we in 2021? Educational Technology Research and Development, 69(2), 521–549.

Faidin, & Suharti. (2025). Pembelajaran Sejarah Dalam IPS Untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Sekolah Dasar. Historis: Jurnal Kajian Pendidikan Sejarah, 10(1), 88-95.

Hidayat, R., Sari, D. P., & Putra, A. (2021). Penerapan Gamifikasi Berbasis Point dan Badge Dalam Pembelajaran Sekolah Dasar. Jurnal Pendidikan Dasar Indonesia, 6(2), 89–98.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Kemendikbudristek. (2022). Capaian Pembelajaran Mata Pelajaran IPAS Sekolah Dasar Pada Kurikulum Merdeka. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.

Kusuma, I. P. W. A., Lasmawan, I. W., & Kertih, I. W. (2025). Analisis Pembelajaran IPS Dalam Pendidikan di Sekolah Dasar: SEBUAH STUDI DI ERA SOCIETY 5.0. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(01), 208-217.

Lestari, E. K., & Yudhanegara, M. R. (2018). Penelitian pendidikan matematika. Bandung: Refika Aditama, 43-235

Sailer, M., & Homner, L. (2021). The Gamification of Learning: A meta-analysis. Educational Psychology Review, 33(1), 77–112.

Seaborn, K., & Fels, D. I. (2015). Gamification in Theory and Action: A survey. International Journal of Human-Computer Studies, 74, 14–31.

Shafiyyah, A., & Sedya, W. (2025). Dampak Pembelajaran Berbasis Gamifikasi Terhadap Hasil Belajar dan Keterlibatan Siswa Sekolah Dasar. Jurnal Inovasi Pembelajaran Dasar, 9(1), 45–58.

Slavin, R. E. (2010). Cooperative learning: Theory, research, and practice. Boston: Allyn & Bacon.

Sugiyono. (2016). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Suryani, N., & Agung, L. (2023). Implementasi pembelajaran IPAS dalam Kurikulum Merdeka di sekolah dasar. Jurnal Pendidikan Dasar, 14(2), 123–134.

Downloads

Published

2026-09-30

How to Cite

Baktiar, M. T., Caturiasari, J., & Yogiarni, T. (2026). Pengaruh Pendekatan Gamification Terhadap Hasil Belajar Kognitif Siswa Sekolah Dasar. NUSRA : Jurnal Penelitian Dan Ilmu Pendidikan, 7(4), 2455–2463. https://doi.org/10.55681/nusra.v7i4.6596