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Maulfi Hanifatunnisa
Universitas Negeri Semarang

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Development of Deep Learning-Based Educaplay Game Media to Improve Fifth Grade Pancasila Education Students Learning Outcomes Maulfi Hanifatunnisa; Sri Sami Asih
Journal of Practice Learning and Educational Development Vol. 6 No. 3 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i3.1212

Abstract

Pancasila education in fifth grade tends to be conventional, less interactive, and does not make optimal use of digital media, resulting in suboptimal student engagement and learning outcomes. This study aims to develop, test the feasibility, and analyze the effectiveness of Educaplay game media based on a deep learning approach to improve learning outcomes. The research used the Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 26 fifth-grade students. Data were collected through observation, interviews, questionnaires, and tests, then analyzed descriptively and quantitatively using normality tests, paired sample t-tests, and N-Gain. The results showed that the media was very feasible based on validation by media experts (97.5%) and subject matter experts (92.5%) and received positive responses from teachers and students. The average pretest score of 57.30 increased to 79.55 on the posttest with a significance of 0.001 (<0.05) and an N-Gain of 0.52 (moderate category). It was concluded that the media was effective in improving learning outcomes and creating more interactive, reflective, and meaningful learning.