This study aims to analyze the effectiveness of a Game-Based Learning model assisted by crossword puzzles (GBL–TTS) in improving students’ learning outcomes in Pancasila Education. The study employed a quantitative approach using a quasi-experimental design with a nonequivalent control group design. The participants were divided into two groups: an experimental group that received instruction using the GBL–TTS model and a control group that was taught through conventional instructional methods. Data were collected through learning outcome tests and analyzed using prerequisite statistical tests followed by Analysis of Covariance (ANCOVA). The results revealed a statistically significant difference in learning outcomes between the experimental and control groups, with a significance value of p < 0.001. These findings indicate that the implementation of GBL–TTS is effective in enhancing students’ learning outcomes in Pancasila Education. The integration of game elements and crossword puzzle media promotes more interactive learning, increases student engagement, and strengthens students’ mastery of basic concepts. Therefore, game-based instructional media grounded in Game-Based Learning principles can serve as a strategic alternative for developing innovative and meaningful Pancasila Education learning practices.
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