TUNAS BANGSA
Vol 13 No 2 (2026)

PENERAPAN GAME BASED LEARNING (GBL) BERBASIS EDUCANDY SEBAGAI INOVASI PEMBELAJARAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI INDONESIAKU KAYA BUDAYA KELAS IV SD NEGERI SAMAHANI

Dinita Salsabila (Universitas Iskandar Muda)
Ruslaini Ruslaini (Universitas Iskandar Muda)
Cut Maulina (Universitas Iskandar Muda)



Article Info

Publish Date
31 Aug 2026

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan dan hasil belajar siswa pada materi Indonesiaku Kaya Budaya di kelas IV SD Negeri Samahani akibat penggunaan metode pembelajaran yang masih konvensional. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan pembelajaran berbasis permainan menggunakan media Educandy terhadap hasil belajar siswa. Penelitian menggunakan pendekatan kuantitatif dengan jenis penelitian eksperimen semu menggunakan desain satu kelompok sebelum dan sesudah perlakuan. Subjek penelitian berjumlah 25 siswa kelas IV SD Negeri Samahani Tahun Ajaran 2025/2026. Teknik pengumpulan data dilakukan melalui tes, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa nilai rata-rata siswa mengalami peningkatan dari 61,49 menjadi 91,36 setelah diterapkan pembelajaran berbasis permainan menggunakan Educandy. Hasil analisis peningkatan belajar menunjukkan kategori tinggi. Pengujian hipotesis juga menunjukkan adanya pengaruh yang signifikan terhadap hasil belajar siswa. Selain itu, aktivitas siswa selama pembelajaran berada pada kategori sangat baik. Dengan demikian, pembelajaran berbasis permainan menggunakan media Educandy efektif dalam meningkatkan hasil belajar siswa kelas IV SD Negeri Samahani.AbstractThis study was motivated by the low level of student engagement and learning outcomes on the topic Indonesiaku Kaya Budaya in grade IV of SD Negeri Samahani due to the use of conventional teaching methods. This study aimed to determine the effect of game-based learning using Educandy media on students’ learning outcomes. The study employed a quantitative approach with a quasi-experimental method using a one-group pretest-posttest design. The subjects of this study were 25 fourth-grade students of SD Negeri Samahani in the 2025/2026 academic year. Data were collected through tests, observations, and documentation. The results showed that the students’ average score increased from 61.49 to 91.36 after the implementation of game-based learning using Educandy media. The analysis of learning improvement indicated a high category. Hypothesis testing also showed a significant effect on students’ learning outcomes. In addition, students’ learning activities during the learning process were categorized as very good. Therefore, game-based learning using Educandy media was effective in improving the learning outcomes of fourth-grade students at SD Negeri Samahani.

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Journal Info

Abbrev

tunasbangsa

Publisher

Subject

Education

Description

Tunas Bangsa Journal is a periodical scientific publication dedicated to lecturers, students and educational observers to disseminate relevant studies, thinks and research results in the field of primary school education, critical study of teaching and learning for primary school, classroom action ...