Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish

EFEKTIVITAS GAME-BASED LEARNING BERBASIS GIMKIT SEBAGAI MODEL PENINGKATAN LITERASI PESERTA DIDIK SEKOLAH DASAR

Cahyaningrum Sasongko, Dian Anjani (Unknown)
Hermawan, Jody Setya (Unknown)
Perdana, Dayu Rika (Unknown)
Yulistia, Annisa (Unknown)



Article Info

Publish Date
06 May 2026

Abstract

The background of this study is the low level of literacy skills, particularly in reading and the use of digital technology, among students, which stems from the suboptimal use of innovative and interactive teaching methods by educators. This study aims to evaluate whether a game-based learning approach using Gimkit in Pancasila education can significantly improve students’ literacy skills at SD Negeri 01 Metro Utara, Grade 5. In this study, the method applied was a quasi-experimental design using an unequal control group design. The total study population consisted of 75 students, with 51 students selected as the sample. Hypothesis testing was conducted using a simple linear regression formula, yielding a result of 0.00 < 0.05, which means H0 is rejected and Ha is accepted. Therefore, it can be concluded that the implementation of the Gimkit-based game-based learning model in Pancasila education has proven effective at SD Negeri 01 Metro Utara.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...