Adzania Ghiffarani Ezzahra
Universitas Islam Negeri Sunan Ampel Surabaya

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Efektivitas Game Edukasi dalam Meningkatkan Hasil Belajar IPA di SMP: Kajian Literatur Hani Uswathus Tsani Mahfudz; Adzania Ghiffarani Ezzahra; Ita Ainun Jariyah
Inspirasi : Jurnal Pendidikan dan Kebudayaan Vol 3 No 1 (2026): Inspirasi : Journal of Education and Culture
Publisher : Yayasan Penelitian Dan Pengabdian Masyarakat Sisi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69836/inspirasi-jpk.v3i1.510

Abstract

This literature study aims to analyze the role of educational games in science learning in junior high schools, with a special focus on their contribution to improving student learning outcomes. The background of this study is based on the low science learning outcomes of Indonesian students based on PISA 2022 data, so that innovation in learning is needed in accordance with the characteristics of 21st century students. The research method used is a literature study by reviewing ten articles consisting of five national articles and five international articles in 2020-2025 that discuss the application of educational game-based learning media in junior high school. The results showed that the use of educational games, both digital and non-digital, can provide positive results in learning. Concept understanding, learning motivation, activeness, and students' science learning outcomes can increase due to using educational games during learning. Educational games can also overcome the abstract nature of science material through visualization and simulation. So, it can be concluded that educational games are innovative and effective learning media in improving junior high school science learning outcomes and supporting more active learning.