This research was motivated by the low quality of the learning process, students’ learning interest, and cognitive learning outcomes in Pancasila Education among fifth-grade students at SDN 104/II Sungai Pinang. This study aimed to describe the improvement in the teacher’s teaching process, students’ learning process, learning interest, and students’ cognitive learning outcomes through the implementation of the Game-Based Learning (GBL) model assisted by Blooket digital learning media. The research method employed was Classroom Action Research (CAR), which was conducted in two cycles. Each cycle consisted of four stages: planning, action, observation, and reflection. The subjects of this study were 30 fifth-grade students at SDN 104/II Sungai Pinang. Data collection techniques included observation, cognitive learning outcome tests, and learning interest questionnaires. The data were analyzed quantitatively and qualitatively. The results showed that the teacher’s teaching process improved from 63% in Cycle I to 87% in Cycle II. The students’ learning process also increased from 64% in Cycle I to 83% in Cycle II. Students’ learning interest increased from 63% in Cycle I to 90% in Cycle II, while cognitive learning outcomes increased from 40% of students achieving mastery in Cycle I to 86% in Cycle II. The implementation of the Game-Based Learning model was in accordance with the characteristics of learning through play, which emphasizes a fun, interactive, and active learning environment and directly engages students through games. Therefore, the implementation of the Game-Based Learning model assisted by Blooket digital learning media can improve the teacher’s teaching process, students’ learning process, learning interest, and cognitive learning outcomes in Pancasila Education.