This studywas motivated by the low learning outcomes of students in Pancasila Education, which were attributed to the dominant use of conventional lecture methods that limited students active participation in the learning process. One altternative learning medium that can enhance student engagement and learning outcomes is the Baamboozle education game. This study aimed to determine the effect of the Baamboozle educational game on the learning aoutcomes of fifth grade students in Cluster III, Bengkulu City, in Pancasila Education. This research employed a quantitative approach using a quasi-experimental method with the Matching-Only Pretest-Posttest Control Group Design. The sample consited of 55 students, including 27 students in class VB as the experimental group and 28 students in class VA as the control group at SDN 03 Bengkulu City. Data were collected using a multiple choice learning achievement test that had met the validity and reliability requirements. Data analysis was conducted through normality anda homogeneity tests, followed by hypothesis testing using the Independent Samples t-test. The findings indicated that the data were normally distrubuted and homogeneous. The hypothesis test on the posttest scores yielded a significance value (Sig. 2-tailed) of 0,029 (<0,005) with a t-value of 2.249, indicating that the null hypothesis was rejected and the alternative hypothesis was accepted. Therefore, it can be concluded that the use of the Baamboozle educational game had a significant positive effect on the Pancasila Education learning outcomes of fiftf-grade students in Cluster III, Bengkulu City.