Eka Anandita
Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sidoarjo

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Digital Game-Based Learning Advances Pancasila Comprehension In Primary Education: Pembelajaran Berbasis Gim Digital Memajukan Pemahaman Pancasila Pada Pendidikan Dasar Eka Anandita; Machful Indrakurniawan
Indonesian Journal of Education Methods Development Vol. 21 No. 2 (2026): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v21i2.1105

Abstract

General Background: Civic education requires active, student-centered methodologies to effectively instill foundational national values and ethical frameworks in elementary school students. Specific Background: Conventional, passive lecture methods often lead to disengagement, leaving young learners struggling to comprehend and apply the second Pancasila principle, "Just and Civilized Humanity," in real-world contexts. Knowledge Gap: While interactive digital platforms are increasingly adopted, there is limited specific research on how narrative-driven, gamified tools like Froggy Jumps directly translate abstract socio-political concepts into concrete understanding for fourth-grade students. Aims: This classroom action research investigates the application of Educaplay Frog Jumps to improve student comprehension and engagement regarding the second Pancasila principle at SDN Boro. Results: Using the Kemmis and McTaggart model across two cycles with 21 participants, learning completion progressed from 76% in Cycle I to 86% in Cycle II, with assessment scores demonstrating significant improvement. Novelty: The study demonstrates that integrating adventure-based digital games with contextual questioning transforms rote memorization of national ideology into active, critical comprehension. Implications: Utilizing targeted digital gamification provides educators with a highly engaging pedagogical framework to foster foundational civic awareness and moral development within interactive classroom environments. Highlights: Gamified digital tools successfully convert passive civic instruction into engaging, multisensory learning experiences. Adventure-based mechanics resolve common student difficulties in comprehending abstract ideological concepts. Classroom action cycles demonstrate a consistent progression in fundamental civic mastery from baseline measurements. Keywords: Civic Education, Gamified Pedagogy, Digital Learning, Active Comprehension, Pancasila Ideology