Siti Sumarni
Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sidoarjo

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Truth Or Dare Gamification Fosters Student Discipline In Elementary Civic Education: Gamifikasi Truth Or Dare Membentuk Disiplin Siswa Pada Pendidikan Kewarganegaraan Dasar Siti Sumarni; Muhlasin Amrullah
Indonesian Journal of Education Methods Development Vol. 21 No. 4 (2026): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v21i4.1136

Abstract

General Background Civic education plays a fundamental role in cultivating moral values and character development among early learners. Specific Background Fourth-grade students at Cahaya Makmur State Elementary School exhibit passive behavior, rote memorization of norms, and frequent minor disciplinary violations such as late assignments. Knowledge Gap Conventional instructional models often present moral concepts abstractly, failing to provide interactive mechanisms that translate theoretical character education into concrete daily habits. Aims This Classroom Action Research seeks to cultivate student discipline, honesty, and responsibility in civic education through a structured Truth or Dare gamification model. Results Implemented using the Kemmis and McTaggart framework on twelve students, the intervention transformed a monotonous classroom into a highly participatory environment. Observational data across cycles demonstrated significant increases in timely task completion, strict adherence to class rules, and academic honesty. Novelty Adapting the Truth or Dare framework for primary education uniquely gamifies moral reflection and positive behavioral challenges, replacing punitive measures with constructive educational actions. Implications Integrating this interactive methodology provides educators with an innovative, game-based pedagogical strategy to strengthen character education and behavioral compliance in elementary settings. Highlights: Interactive card-based activities transformed passive learning into a highly participatory environment. Timely task completion and academic honesty increased significantly across observational cycles. Constructive behavioral challenges successfully replaced punitive measures to build moral character. Keywords: Character Education, Game Based Learning, Moral Values, Action Research, Primary School