EFEKTIVITAS PENERAPAN GAME-BASED LEARNING BERBANTUAN EDUCAPLAY UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN PENDIDIKAN PANCASILA

    Fuji Rahmawati, - and Zainal Arifin, - and Della Amelia, - (2025) EFEKTIVITAS PENERAPAN GAME-BASED LEARNING BERBANTUAN EDUCAPLAY UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN PENDIDIKAN PANCASILA. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Rendahnya minat belajar siswa pada mata pelajaran Pendidikan Pancasila ditandai dengan kurangnya perhatian, ketertarikan, dan keterlibatan dalam proses pembelajaran. Kondisi tersebut menunjukkan perlunya intervensi pembelajaran yang dapat menjadi alternatif solusi untuk meningkatkan minat belajar siswa. Salah satu pendekatan yang dapat diterapkan adalah penggunaan model Game-Based Learning (GBL) berbantuan platform Educaplay, yang dirancang untuk menghadirkan pengalaman belajar yang interaktif dan menarik. Penelitian ini bertujuan untuk menganalisis efektivitas penerapan Game-Based Learning berbantuan Educaplay dalam meningkatkan minat belajar siswa pada mata pelajaran Pendidikan Pancasila. Penelitian ini menggunakan pendekatan kuantitatif dengan metode kuasi eksperimen tipe one group pretest-posttest design. Sampel dalam penelitian ini adalah siswa kelas VIII A SMP Negeri 36 Bandung yang berjumlah 31 orang, yang dipilih menggunakan teknik cluster random sampling. Instrumen pengumpulan data berupa skala minat belajar siswa yang mencakup tiga aspek utama: perhatian, ketertarikan, dan keterlibatan aktif. Data dianalisis menggunakan uji paired sample t-test untuk mengetahui perbedaan tingkat minat belajar siswa sebelum dan sesudah penerapan pembelajaran berbasis game. Hasil analisis menunjukkan adanya perbedaan yang signifikan pada ketiga aspek minat belajar setelah penerapan Game-Based Learning berbantuan Educaplay, dengan nilai signifikansi < 0,05. Hasil ini mengindikasikan bahwa, penerapan model Game-Based Learning menggunakan Educaplay terbukti efektif dalam meningkatkan minat belajar siswa, khususnya dalam pelajaran Pendidikan Pancasila. Temuan ini memperkuat pentingnya pemanfaatan media pembelajaran interaktif berbasis teknologi dalam menciptakan proses pembelajaran yang menarik, menyenangkan, dan relevan dengan kebutuhan siswa abad ke-21. The low level of students’ interest in Pancasila Education is characterized by limited attention, interest, and engagement in the learning process. This condition indicates the need for instructional interventions that can serve as alternative solutions to enhance students’ learning interest. One approach that can be applied is the use of the Game-Based Learning (GBL) model assisted by the Educaplay platform, which is designed to provide an interactive and engaging learning experience. This study aims to analyze the effectiveness of implementing Game-Based Learning assisted by Educaplay in increasing students’ interest in Pancasila Education. The research employed a quantitative approach with a quasi-experimental method of the one-group pretest–posttest design. The sample consisted of 31 eighth-grade students from class VIII A at SMP Negeri 36 Bandung, selected using the cluster random sampling technique. The data collection instrument was a learning interest scale covering three main aspects: attention, interest, and active participation. Data were analyzed using the paired-sample t-test to determine differences in students’ learning interest levels before and after the application of game-based learning. The analysis revealed significant differences in all three aspects of learning interest following the implementation of Game-Based Learning with Educaplay, with a significance value of < 0.05. These findings indicate that the Game-Based Learning model using Educaplay is effective in improving students’ interest in learning, particularly in Pancasila Education. This result reinforces the importance of utilizing interactive technology-based learning media to create an engaging, enjoyable, and relevant learning process aligned with the needs of 21st-century students.

    [thumbnail of S_KTP_2109055_Title.pdf] Text
    S_KTP_2109055_Title.pdf

    Download (594kB)
    [thumbnail of S_KTP_2109055_Chapter1.pdf] Text
    S_KTP_2109055_Chapter1.pdf

    Download (249kB)
    [thumbnail of S_KTP_2109055_Chapter5.pdf] Text
    S_KTP_2109055_Chapter5.pdf

    Download (49kB)
    [thumbnail of S_KTP_2109055_Chapter2.pdf] Text
    S_KTP_2109055_Chapter2.pdf
    Restricted to Staf Perpustakaan

    Download (360kB)
    [thumbnail of S_KTP_2109055_Chapter3.pdf] Text
    S_KTP_2109055_Chapter3.pdf

    Download (301kB)
    [thumbnail of S_KTP_2109055_Chapter4.pdf] Text
    S_KTP_2109055_Chapter4.pdf
    Restricted to Staf Perpustakaan

    Download (468kB)
    [thumbnail of S_KTP_2109055_Appendix.pdf] Text
    S_KTP_2109055_Appendix.pdf
    Restricted to Staf Perpustakaan

    Download (3MB)
    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S1)
    Additional Information: SINTA ID DOSEN PEMBIMBING Zainal Arifin: 6001480 Della Amelia: -
    Uncontrolled Keywords: Educaplay; game-based learning; minat belajar; pendidikan pancasila. Educaplay; game-based learning; interest in learning; Pancasila education.
    Subjects: L Education > L Education (General)
    L Education > LB Theory and practice of education
    Divisions: Fakultas Ilmu Pendidikan > Teknologi Pendidikan
    Depositing User: Fuji Rahmawati
    Date Deposited: 29 Sep 2025 04:12
    Last Modified: 29 Sep 2025 04:12
    URI: http://repository.upi.edu/id/eprint/140114

    Actions (login required)

    View Item View Item