Pengaruh Penggunaan Media Game Edukatif Baamboozle Terhadap Hasil Belajar Pendidikan Pancasila Siswa Kelas V Sekolah Dasar
DOI:
https://doi.org/10.55681/nusra.v7i4.6747Keywords:
Baamboozle, Educational Game, Learning Outcomes, Pancasila Education, Elementary School StudentsAbstract
Pancasila Education plays an important role in shaping students' character and instilling national values. However, learning activities that are still dominated by conventional teaching methods often reduce students' engagement and learning outcomes. This study aimed to examine the effect of using the Baamboozle educational game media on the learning outcomes of fifth-grade elementary school students in Pancasila Education. This research employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The sample consisted of 56 fifth-grade students from SDN Kalibaru 03 North Jakarta, divided into an experimental class and a control class. Data were collected through tests, observations, and documentation and analyzed using descriptive statistics, Wilcoxon Signed Rank Test, and Mann–Whitney U Test. The findings revealed a significant difference in learning outcomes between the experimental and control groups, indicating that the use of Baamboozle had a positive effect on students' learning outcomes in Pancasila Education. This study contributes empirical evidence that Baamboozle is an effective game-based digital learning medium specifically for Pancasila Education in elementary schools, an area that has received limited attention in previous research. Therefore, Baamboozle can be considered an innovative learning medium to promote active participation, meaningful learning, and improved learning outcomes among elementary school students.
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