This research was motivated by the low interest and learning outcomes of students in Pancasila. Based on initial observations, students tended to be less active in learning, less enthusiastic about participating in learning activities, and many still did not meet the Minimum Completion Criteria (KKM). This study aimed to simultaneously determine the effect of the Baamboozle educational game on the interest and learning outcomes of fifth-grade students. This study uses a quantitative approach with a pre-experimental design and a One Group Pretest-Posttest Design. The sample of the study was 20 fifth-grade students of MI Ngadirejo who were selected using a purposive sampling technique. Data were collected through observation, questionnaires, and tests, then analyzed using univariate and multivariate tests. The results showed that the use of the Baamboozle educational game had a significant effect on students' interest and learning outcomes. The average learning interest increased from 62.3 to 94.3. The results of the hypothesis test showed a significance value of p <0.001 in both univariate and multivariate tests, which indicated a significant effect of the use of the Baamboozle educational game on interest and learning outcomes. Based on the results of the study, it can be concluded that the Baamboozle educational game had a significant effect on increasing the interest and learning outcomes of fifth-grade students of MI Ngadirejo in the Pancasila subject. Keywords: Baamboozle, Educational Game, Learning Outcomes, Learning Interest, Pancasila Education ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya minat belajar dan hasil belajar siswa pada mata pelajaran Pancasila. Berdasarkan hasil observasi awal siswa cenderung kurang aktif dalam pembelajaran, kurang antusias mengikuti kegiatan belajar serta masih banyak yang belum mencapai Kriteria Ketuntasan Minimal (KKM). Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan game edukatif Baamboozle terhadap minat dan hasil belajar siswa kelas V secara simultan. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis pre-experimental design dan rancangan One Group Pretest-Posttest Design. Sampel penelitian berjumlah 20 siswa kelas V MI Ngadirejo yang dipilih menggunakan teknik purposive sampling. data dikumpulkan melalui observasi, angket dan tes, kemudian dianalisis menggunakan uji univariate dan uji multivariate. Hasil penelitian menunjukkan bahwa penggunaan game edukatif Baamboozle berpengaruh signifikan terhadap minat dan hasil belajar siswa. Rata-rata minat belajar meningkat dari 62,3 menjadi 94,3. Hasil uji hipotesis menunjukkan nilai signifikansi p < 0,001 pada uji univariate maupun multivariate, yang menunjukkan adanya pengaruh signifikan penggunaan game edukatif Baamboozle terhadap minat dan hasil belajar. Berdasarkan hasil penelitian, dapat disimpulkan bahwa game edukatif Baamboozle berpengaruh signifikan terhadap peningkatan minat dan hasil belajar siswa kelas V MI Ngadirejo pada mata pelajaran Pancasila. Kata Kunci: Baamboozle, Game Edukatif, Hasil Belajar, Minat Belajar, Pendidikan Pancasila
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