Pengaruh Metode Pembelajaran Berbasis Game Edukatif terhadap Keaktifan Belajar Siswa SD Negeri 0101 Sibuhuan

Authors

  • Irma Sari Daulay Institut Agama Islam Padang Lawas
  • Puji Hertati Siregar Institut Agama Islam Padang Lawas
  • Salwa Hasibuan Institut Agama Islam Padang Lawas
  • Salsabila Siahaan Institut Agama Islam Padang Lawas
  • Sinniro Daulay Institut Agama Islam Padang Lawas
  • Yunita Sari Hasibuan Institut Agama Islam Padang Lawas

DOI:

https://doi.org/10.61722/jirs.v3i1.8865

Keywords:

Educational Game, Learning Activeness, Learning Method

Abstract

Technological developments demand innovation in learning to suit the characteristics of Generation Z students, who tend to prefer visual, interactive, and technology-based learning. The low level of student learning activity at SD Negeri 0101 Sibuhuan in conventional learning encourages the need for more interesting media, one of which is through educational games. This study aims to determine the effect of using educational games on the learning activity of elementary school students. This study used a quantitative approach with a causal associative method. The sample was determined using probability sampling with simple random sampling. Data collection techniques included observation, questionnaires, and documentation, while data analysis used validity, reliability, normality, simple linear regression, and t-tests at a 5% significance level. The results showed that the average learning activity of students in classes that used educational games was 86, higher than that of conventional classes, which was 72. The regression equation Y = 35 + 0.6X with a coefficient of determination of 0.45 and a t-value of 4.12 > t-table 2.00 indicated a significant effect of the use of educational games on student learning activity. In conclusion, educational games have been proven to be effective in increasing student learning activity and can be used as an alternative innovative learning medium in elementary schools.

References

A.M, S. (2016). Interaksi Dan Motivasi Belajar Mengajar. Rajagrafindo Persada.

Arsyad, A. (2020). Media Pembelajaran. Rajagrafindo Persada.

Hidayatulloh, S., Praherdhiono, H., & Wed, A. (2020). Pengaruh Game Pembelajaran Terhadap Peningkatan Hasil Belajar Pemahaman Ilmu Pengetahuan Alam. Jktp Jurnal Kajian Teknologi Pendidikan, 3(2), 199–206. Https://Doi.Org/10.17977/Um038v3i22020p199

Sari, B. M., & Suyadi. (2024). Permainan Interaktif Anak Usia Dini Sebagai Media Pembelajaran Pada Anak Usia Dini. Edukasia: Jurnal Pendidikan Dan Pembelajaran, 5, 2049–2058.

Sutrisno, R. D. (2025). Peran Media Pembelajaran Digital Berbasis Game Edukasi Dalam Meningkatkan Motivasi Belajar Siswa Sekolah Menengah. Teacher : Jurnal Inovasi Karya Ilmiah Guru, 5(3), 192–206.

Warsita, B. (2008). Teknologi Pembelajaran: Landasan & Aplikasinya. Rineka Cipta.

Wulandari, R. (2023). Dampak Perkembangan Teknologi Dalam Pendidikan. Jurnal Pgsd Indonesia, 09(Desember), 66–76.

Downloads

Published

2026-02-07

Issue

Section

Articles