Game On Pancasila: Efektivitas Media Pembelajaran Interaktif Gamifikasi bagi optimalisasi Keterampilan Kolaboratif dan Empati Siswa

Authors

  • dedy meyga Universitas PGRI Ronggolawe Tuban
  • Dumiyati Dumiyati Universitas PGRI Ronggolawe, Jawa Timur, Indonesia
  • Yudi Supiyanto Universitas PGRI Ronggolawe, Jawa Timur, Indonesia
  • Minto Santoso Universitas Islam Balitar Blitar, Jawa Timur, Indonesia

DOI:

https://doi.org/10.28926/riset_konseptual.v9i4.1395

Abstract

This study aims to evaluate the effectiveness of gamification-based interactive learning media in improving the collaborative skills and empathy of fifth-grade elementary school students in Pancasila Education lessons with the theme of cultural diversity. The main problem identified is the low level of collaboration and empathy among students, with only 35% of students able to work well in groups when learning about cultural diversity. The study used a quasi-experimental design with a pretest-posttest control group design involving 34 students from two elementary schools in Tuban Regency. The experimental group used the gamification-based interactive learning media “Sibebuya,” while the control group used conventional learning. Data were collected through observation rubrics of collaborative and empathy skills, pretest-posttest questions, and response questionnaires. The results showed a significant increase in collaborative skills (pretest 47.50 to posttest 82.50) and empathy (pretest 62.96 to posttest 91.20) in the experimental group. The Mann-Whitney U test proved a significant difference between the experimental and control groups (p<0.001). Student and teacher responses were very positive, with percentages of 97.22% and 95.83%. Gamification-based learning media proved effective in transforming learning from passive to active-collaborative and successfully integrated Pancasila values into digital learning.

Downloads

Published

2025-10-25