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INDONESIA
GENIUS: Jurnal Inovasi Pendidikan dan Pembelajaran
Published by CV. Insight Publisher
ISSN : -     EISSN : 30325900     DOI : https://doi.org/10.58227/gjipp
Core Subject : Education,
GENIUS: Jurnal Inovasi Pendidikan dan Pembelajaran merupakan sebuah wadah akademis yang dipersembahkan untuk mendiskusikan dan mempublikasikan artikel-artikel ilmiah yang berkaitan erat dengan inovasi dalam pendidikan. Jurnal ini bertujuan untuk menjadi sumber informasi yang berharga bagi para akademisi, peneliti, dan praktisi pendidikan yang tertarik dengan perkembangan terbaru dan penemuan dalam dunia pendidikan. Sebagai jurnal open access dan berbasis peer-review, GENIUS membuka pintu bagi kontribusi-kontribusi yang mencakup berbagai aspek pendidikan, mulai dari hasil-hasil penelitian ilmiah orisinal, ulasan ilmiah yang inovatif, hingga komentar atau kritik terhadap pemikiran-pemikiran yang telah dipublikasikan di dalamnya. Setiap artikel yang terbit di GENIUS mencerminkan dedikasi terhadap pemberdayaan masyarakat melalui pendidikan, dengan penekanan khusus pada ide-ide inovatif dan solusi-solusi baru. Jurnal ini diterbitkan oleh Insight Publisher dan muncul dua kali setahun, yaitu pada bulan Mei dan November. GENIUS berupaya menjadi kontributor utama dalam pengembangan dunia pendidikan dengan menyajikan pemikiran-pemikiran baru dan ide-ide revolusioner.
Arjuna Subject : Umum - Umum
Articles 51 Documents
Kajian Literatur Potensi Integrasi Game-Based Learning untuk Meningkatkan Literasi Digital Siswa Sekolah Dasar Muhammad Nur Abdullah
GENIUS: Jurnal Inovasi Pendidikan dan Pembelajaran Vol. 4 No. 1 (2026): GENIUS: Jurnal Inovasi Pendidikan dan Pembelajaran
Publisher : CV. Insight Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58227/gjipp.v4i1.402

Abstract

The rapid development of digital technology requires elementary school students to possess adequate digital literacy skills from an early age. However, previous studies indicate that increased access to technology is not always accompanied by the ability to use it critically, ethically, and productively. One learning approach considered capable of supporting digital literacy development is Game-Based Learning (GBL). This study aims to analyze the potential integration of GBL in enhancing elementary school students’ digital literacy through a Systematic Literature Review (SLR). The review adopted the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework, including identification, screening, eligibility assessment, and inclusion stages. Literature was collected from articles published between 2020 and 2025 through Google Scholar and SINTA-indexed educational journals. Of the 142 articles identified, 38 met the inclusion criteria and were analyzed using thematic analysis. The findings reveal that GBL is strongly grounded in constructivism, learning by doing, state of flow, and the development of Higher Order Thinking Skills (HOTS). The reviewed studies consistently report positive impacts of GBL on learning motivation, conceptual understanding, critical thinking, collaboration, and students’ digital literacy. Furthermore, the characteristics of GBL are aligned with the principles of the Merdeka Curriculum. Nevertheless, its implementation still faces challenges related to technological infrastructure, teacher competence, and educational ecosystem support. Therefore, optimizing GBL requires improved instructional design, continuous teacher professional development, and adequate educational support systems. The findings indicate that GBL has strong potential as an effective learning approach for fostering digital literacy among elementary school students.