Researchers from the State University of Makassar—Nur Ilmi, Naufal Qadri Syarif, and Chusnul Khatimah—demonstrated that combining Problem-Based Learning (PBL) with educational monopoly board games significantly improves science learning outcomes for fourth-grade students
The Problem of Classroom Engagement
Indonesian students currently struggle to meet international benchmarks in scientific literacy
A Gamified Approach to Science
To address these challenges, the team conducted an experiment with 59 fourth-grade students, dividing them into two groups
Key Research Findings
The integration of game-based learning proved highly effective, yielding clear results:
- Students in the experimental group achieved an average post-test score of 85.34, significantly outperforming the control group, which averaged 75.33
. - Statistical analysis confirmed the improvement was significant, with a significance value of 0.000—well below the 0.05 threshold required to prove the effectiveness of the intervention
. - The gamified model successfully transformed the classroom into an interactive environment where students were more enthusiastic, collaborative, and engaged compared to the passive nature of the conventional control group
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Impact on Education
These findings demonstrate that education does not have to be rigid or stressful to be effective
Author Profile
This research was led by Nur Ilmi, Naufal Qadri Syarif, and Chusnul Khatimah, faculty members from the State University of Makassar, Indonesia, whose work focuses on pedagogical innovation and improving student achievement in primary education
Source Information
- Article Title: Problem-Based Learning Models (Pbl) Educational Monopoly Board Game Media Helps Student Learning Outcomes at Uptd Sd Negeri 28 Parepare
- Journal: International Journal of Education and Life Sciences (IJELS), Vol. 4, No. 6, 2026
- DOI:
https://doi.org/10.59890/ijels.v4i6.21
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