Efektivitas Pemanfaatan Game Based Learning Berbasis Educandy untuk Meningkatkan Hasil Belajar Kognitif Peserta Didik Kelas XII pada Pembelajaran Pendidikan Pancasila di SMAN 18 Surabaya

Authors

  • Naning Nawangsih Universitas Negeri Surabaya Author
  • Raden Roro Nanik Setyowati Universitas Negeri Surabaya Author

DOI:

https://doi.org/10.63822/7vm35z63

Keywords:

Game Based Learning, Educandy, Cognitive Learning Outcomes, Pancasila Education.

Abstract

This study was conducted to examine the effectiveness of the Game-Based Learning (GBL) model implemented through Educandy in improving the cognitive learning outcomes of twelfth-grade students in Pancasila Education at SMAN 18 Surabaya. This study employed a quantitative method with a quasi-experimental design by comparing learning outcomes between the experimental group and the control group. As a form of treatment, the experimental group received instruction using the Educandy-based Game-Based Learning (GBL) model. In contrast, the control group continued to participate in the learning process through conventional teaching methods. To collect the data, this study used two main instruments: cognitive tests to measure students’ learning outcomes before and after the treatment, and questionnaires to describe students’ responses during the learning process. The significance of the difference in learning outcomes between the experimental and control groups was tested using the Independent Samples t-Test. To measure the extent of improvement in students’ cognitive abilities, this study also applied the Normalized Gain (N-Gain) score as a parameter of the effectiveness of the intervention. The results of the statistical analysis showed a Sig. (2-tailed) value of 0.000, which was below the 0.05 significance threshold. This finding confirms a significant difference in students’ learning outcomes between the experimental group and the control group. The experimental class achieved an average posttest score of 90.13, reflecting an improvement of 36.58 points from the pretest score of 53.55. In comparison, the control group obtained an average posttest score of 86.97, indicating an increase of 30.79 points from the initial pretest average of 56.18. Based on the N-Gain analysis, the experimental group obtained a score of 0.71, which falls within the high category, whereas the control group achieved a score of 0.57, which is classified as moderate. In addition, 94.21% of students gave positive responses to the use of Educandy, indicating that the learning medium was categorized as highly effective. Based on these findings, it can be concluded that the implementation of the Game-Based Learning (GBL) model through the Educandy platform is more effective in improving students’ cognitive learning outcomes than conventional teaching methods.

References

Aryansyah, R., & Mutiara, T. M. (2024). Upaya Meningkatkan Motivasi Belajar dengan Menggunakan Media Educandy Pada Pembelajaran PPKN. 10(4), 1148–1154.

Bacalja, A., Nichols, T. P., Robinson, B., Bhatt, I., Kucharczyk, S., Zomer, C., Nash, B., Dupont, B., De Cock, R., Zaman, B., Bonenfant, M., Grosemans, E., Abrams, S. S., Vallis, C., Koutsogiannis, D., Dishon, G., Reed, J., Byers, T., Fawzy, R. M., … Schnaider, K. (2024). Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles. Postdigital Science and Education, 6(4). https://doi.org/10.1007/s42438-024-00510-3

Bentriska, H. K., & Suprijono, A. (2022). Pengaruh media pembelajaran educandy terhadap hasil belajar kognitif sejarah peserta didik SMAN 3 Sidoarjo. AVATARA, e-Journal Pendidikan Sejarah, 12(4), 1–6.

Extiyangshah, H. P., & Wihara, D. S. (2022). “Aplikasi Analisis Multivariate dengan Program IBM SPSS 25 (ed. 9).” Media Mahardhika, 21(1).

Ghozali, I. (2021). Aplikasi Analisis Multivariate (10th ed.).

Hidayat, R. (2022). Kompetensi guru dalam pemanfaatan media digital. Jurnal Pendidikan Modern.

Kurniawati. (2024). Game Edukatif Digital dan Hasil Belajar. Kurniawati. (2024). Game Edukatif Digital dan Hasil Belajar.

Maimunah, S. (2021). Pemanfaatan Educandy sebagai media pembelajaran interaktif. Jurnal Media Pendidikan.

Murni, S., & Rino, R. (2025). Growing Entrepreneurial Spirit with Project-Based Learning Model. https://doi.org/10.2991/978-94-6463-839-4_29

Prasetyo, A. (2023). Transformasi pembelajaran di era digital. Jurnal Teknologi Pendidikan.

Prof. H. Imam Ghozali, M.Com, Ph.D, C. (2024). Aplikasi Analisis Multivariate dengan Profram IBM SPSS 25. In Medizinische Klinik - Intensivmedizin und Notfallmedizin (Vol. 119, Issue 8).

Puteri, N. H., & Sugiyono. (2022). The Availability of Facilities and Infrastructure and the Quality Assurance of Education at MTs Darul Huda Mataraman During the Covid-19 Pandemic. Proceedings of the 5th International Conference on Current Issues in Education (ICCIE 2021), 640. https://doi.org/10.2991/assehr.k.220129.068

Putri, L. A. I., & Trisnawati, N. (2024). Pengaruh Media Pembelajaran Berbasis Educandy Game terhadap Motivasi dan Hasil Belajar Peserta didik SMK. Edukatif : Jurnal Ilmu Pendidikan, 6(4), 3059–3070. https://doi.org/10.31004/edukatif.v6i4.7204

Rahmawati, I. (2021). Perencanaan pembelajaran efektif berbasis media dan metode. Jurnal Ilmu Pendidikan.

Sari, D. P. (2020). Pengaruh kualitas pembelajaran terhadap hasil belajar peserta didik. Jurnal Pendidikan Indonesia.

Setiawan. (2023). Game Based Learning dalam Pembelajaran PPKn.

Sugiyono. (2023). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. In Sutopo (Ed.), Cv. ALFABETA. Alfabeta.

Suharsimi Arikunto. (2022). Prosedur Penelitian Suatu Pendekatan Praktik, (Jakarta: Rineka Cipta, 2006), hal. 22. Edumaspul: Jurnal Pendidikan, 6(1).

Syah, R. F., Rusimanto, P. W., Sumbawati, M. S., & Rijanto, T. (2025). Efektivitas Media Pembelajaran Berbasis Google Sites Terhadap Hasil Belajar Peserta didik Pada Mata Pelajaran Instalasi Tenaga Listrik Di SMKN 7 Surabaya. Jurnal Pendidikan Teknik Elektro, 14(2).

Published

2026-06-13

Issue

Section

Articles

How to Cite

Nawangsih, N., & Setyowati, R. R. N. (2026). Efektivitas Pemanfaatan Game Based Learning Berbasis Educandy untuk Meningkatkan Hasil Belajar Kognitif Peserta Didik Kelas XII pada Pembelajaran Pendidikan Pancasila di SMAN 18 Surabaya. Educational Journal, 1(4), 1818-1834. https://doi.org/10.63822/7vm35z63