Indonesian Journal of Education Methods Development
Vol. 21 No. 2 (2026): May

Digital Game-Based Learning Advances Pancasila Comprehension In Primary Education: Pembelajaran Berbasis Gim Digital Memajukan Pemahaman Pancasila Pada Pendidikan Dasar

Eka Anandita (Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sidoarjo)
Machful Indrakurniawan (Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sidoarjo)



Article Info

Publish Date
10 May 2026

Abstract

General Background: Civic education requires active, student-centered methodologies to effectively instill foundational national values and ethical frameworks in elementary school students. Specific Background: Conventional, passive lecture methods often lead to disengagement, leaving young learners struggling to comprehend and apply the second Pancasila principle, "Just and Civilized Humanity," in real-world contexts. Knowledge Gap: While interactive digital platforms are increasingly adopted, there is limited specific research on how narrative-driven, gamified tools like Froggy Jumps directly translate abstract socio-political concepts into concrete understanding for fourth-grade students. Aims: This classroom action research investigates the application of Educaplay Frog Jumps to improve student comprehension and engagement regarding the second Pancasila principle at SDN Boro. Results: Using the Kemmis and McTaggart model across two cycles with 21 participants, learning completion progressed from 76% in Cycle I to 86% in Cycle II, with assessment scores demonstrating significant improvement. Novelty: The study demonstrates that integrating adventure-based digital games with contextual questioning transforms rote memorization of national ideology into active, critical comprehension. Implications: Utilizing targeted digital gamification provides educators with a highly engaging pedagogical framework to foster foundational civic awareness and moral development within interactive classroom environments. Highlights: Gamified digital tools successfully convert passive civic instruction into engaging, multisensory learning experiences. Adventure-based mechanics resolve common student difficulties in comprehending abstract ideological concepts. Classroom action cycles demonstrate a consistent progression in fundamental civic mastery from baseline measurements. Keywords: Civic Education, Gamified Pedagogy, Digital Learning, Active Comprehension, Pancasila Ideology

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Journal Info

Abbrev

ijemd

Publisher

Subject

Education

Description

Aim : This journal aimed at communicating the results of research of professors, teachers, practitioners, and scientists in the field of education covering teaching areas in primary education or all education, applied science and critical analytical studies education. - Readers targeted by this ...