Journal of Pedagogical and Teacher Professional Development
Vol. 3 No. 1 (2026): Journal of Pedagogical and Teacher Professional Development, July 2026

Penerapan Media Pembelajaran Game Edukasi untuk Meningkatkan Hasil Belajar Kognitif Peserta Didik

Moh. Zakariya (Universitas Islam Negeri Kiai Haji Achmad Siddiq Jember)
Akhsin Ridho (Universitas Islam Negeri Siber Syekh Nurjati Cirebon)
Tohari Tohari (SMA Negeri Ambulu)



Article Info

Publish Date
17 Jul 2026

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar peserta didik pada mata pelajaran Pendidikan Agama Islam (PAI) melalui penerapan media pembelajaran game edukasi. Penelitian dilatarbelakangi oleh rendahnya hasil belajar peserta didik kelas VI SD Negeri 2 Mimbaan yang ditunjukkan oleh rendahnya rata-rata nilai kelas dan persentase ketuntasan belajar sebelum tindakan dilaksanakan. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Setiap siklus terdiri atas tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 21 peserta didik kelas VI SD Negeri 2 Mimbaan Tahun Pelajaran 2024/2025. Teknik pengumpulan data meliputi observasi, tes hasil belajar, wawancara, dan dokumentasi. Data dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa penerapan media pembelajaran game edukasi mampu meningkatkan hasil belajar peserta didik. Nilai rata-rata kelas meningkat dari 52 pada tahap pra-siklus menjadi 68 pada Siklus I dan meningkat kembali menjadi 83 pada Siklus II. Persentase ketuntasan belajar juga mengalami peningkatan dari 14,29% pada pra-siklus menjadi 52,38% pada Siklus I, kemudian mencapai 95,24% pada Siklus II. Hasil tersebut menunjukkan bahwa indikator keberhasilan penelitian telah tercapai, yaitu lebih dari 75% peserta didik mencapai Kriteria Ketuntasan Minimal (KKM). Dengan demikian, media pembelajaran game edukasi efektif digunakan untuk meningkatkan hasil belajar Pendidikan Agama Islam pada peserta didik sekolah dasar. This study aimed to improve students' learning outcomes in Islamic Religious Education (PAI) through the implementation of educational game-based learning media. The study was motivated by the low learning outcomes of sixth-grade students at SD Negeri 2 Mimbaan, as reflected in the low average scores and learning mastery prior to the intervention. This study employed Classroom Action Research (CAR) consisting of two cycles. Each cycle included planning, action, observation, and reflection stages. The participants were 21 sixth-grade students of SD Negeri 2 Mimbaan in the 2024/2025 academic year. Data were collected through classroom observations, learning achievement tests, interviews, and documentation, and analyzed using descriptive quantitative and qualitative techniques. The findings revealed that the implementation of educational game-based learning media successfully improved students' learning outcomes. The class average score increased from 52 in the pre-cycle to 68 in Cycle I and further improved to 83 in Cycle II. Learning mastery also increased significantly from 14.29% in the pre-cycle to 52.38% in Cycle I and reached 95.24% in Cycle II. These findings indicate that the success criterion of at least 75% of students achieving the Minimum Mastery Criterion (KKM) was successfully attained. Therefore, educational game-based learning media can be considered an effective instructional alternative for improving students' learning outcomes in Islamic Religious Education at the elementary school level.

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Journal Info

Abbrev

jptpd

Publisher

Subject

Education Other

Description

The Journal of Pedagogical and Teacher Professional Development aims to bridge the gap between practice and research by providing a platform for sharing information, views, opinions, and insights on teacher training programs, teaching methodologies, educational theories, classroom management ...