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A classroom study at UPTD SD Negeri 01 Lawawoi in Sidenreng Rappang Regency, South Sulawesi, found that Game Based Learning significantly improved fifth-grade students’ motivation to learn Pancasila Education. The study was conducted by Abdul Hakim, Musfirah, and Istiqamah Rustan of Universitas Negeri Makassar and published in 2026 in the International Journal of Applied and Advanced Multidisciplinary Research. The findings matter because they show how game-based classroom activities can make learning more engaging, interactive, and student-centered.
Why Learning Motivation
Matters
Learning motivation is an
important factor in students’ participation and learning performance. When
students are interested and actively involved, they are more likely to
participate in classroom discussions, complete assignments, and develop
confidence in learning.
The issue was particularly
visible in Pancasila Education at UPTD SD Negeri 01 Lawawoi. Interviews and
classroom observations found that some fifth-grade students appeared bored
during lessons, asked when the class would end, rarely asked questions, and showed
limited enthusiasm. The conventional teaching approach, which mainly involved
teacher explanations followed by assignments, also provided limited
opportunities for interactive learning.
The authors note that Pancasila
Education requires active engagement because students are expected not only to
understand concepts but also to develop values, morals, attitudes, and behavior
related to citizenship and national identity. A learning environment that
encourages participation can therefore be important for making these lessons
meaningful.
Game Based Learning offers one
possible solution. The approach incorporates game elements into learning
activities, allowing students to learn through challenges, interaction,
feedback, and participation rather than relying only on conventional instruction.
Three Classroom Cycles Tested
the Approach
Hakim, Musfirah, and Rustan used
a qualitative Classroom Action Research design involving 17 fifth-grade
students. The intervention was implemented in three cycles. Each cycle included
planning, classroom implementation, observation, and reflection.
The researchers collected
information through classroom observations, questionnaires, tests, and
documentation. Observations assessed teacher and student activities,
questionnaires measured learning motivation, tests provided supporting
information about learning outcomes, and documentation captured classroom
conditions. The researchers then organized and interpreted the information
through data condensation, presentation, and conclusion drawing.
The study established several
indicators of success. Teacher and student activities were considered
successful when they reached the good category, while learning motivation was
considered successful when questionnaire results entered the high-motivation
range of 70–100 percent and students’ evaluation results exceeded the
established KKTP standard.
Motivation Rose Across the
Three Cycles
The results showed a consistent
improvement as teachers refined the implementation of Game Based Learning.
During Cycle I, the model had not
yet produced the expected results. Teachers were still adjusting their
classroom strategies, while some students experienced difficulties using the
educational game applications. Student involvement remained limited, and
motivation was still in the medium category.
In Cycle II, the indicators
improved. Teachers became more effective in explaining the material and guiding
students through game activities. Students also became more familiar with the
applications and participated more actively. However, classroom management and
cooperation among students still required improvement, so the success criteria
had not yet been reached.
The strongest improvement
appeared in Cycle III. After further adjustments, students became more active,
collaborative, and confident. Game activities created opportunities for
students to participate directly, receive feedback, work with classmates, and
engage with learning challenges. The researchers concluded that all established
success indicators had been achieved by this stage.
The numerical results illustrate
the progression:
- Teacher activities: increased from 66.66% in
Cycle I to 83.33% in Cycle II and 94.44% in Cycle III.
- Student activities: increased from 65.03% to
75.34% and then 92.48%.
- Learning motivation: increased from 55.14% to
65.62% and finally 79.49%.
- Test results: increased from 72.35% to 74.37%
and then 85.29%.
The increase in learning
motivation from 55.14 percent in Cycle I to 79.49 percent in Cycle III
represents a 24.35-percentage-point improvement.
Why Games Can Make Learning
More Engaging
According to the authors, Game
Based Learning changes the classroom experience by giving students
opportunities to think, discuss, solve challenges, and receive feedback.
Instead of passively receiving information, students become participants in the
learning process.
The researchers also connect
game-based activities with motivational factors such as the desire to succeed,
interesting activities, rewards, and a supportive learning environment. Scores,
rankings, and recognition within learning games can provide external
encouragement, while enjoyable activities can strengthen students’ internal
interest in learning.
Musfirah and colleagues emphasize
that the improvement was not simply about playing games. The educational value
came from integrating games with learning content and guiding students through
the activities. In this sense, Game Based Learning can become an instructional
strategy rather than entertainment added to the classroom.
The findings also suggest that
teachers need time to adapt the approach. The first cycle showed that
introducing games does not automatically produce high engagement. Teachers must
explain the learning material and game rules clearly, manage the classroom
effectively, guide students during activities, and connect the game experience
with reflection and learning outcomes.
Implications for Schools and
Teachers
The findings provide a practical
option for elementary school teachers seeking to increase student participation
in Pancasila Education. Game-based activities can be used to create a classroom
environment where students interact, collaborate, and respond to challenges.
For schools, successful
implementation may require support through appropriate facilities and teacher
training. The researchers recommend that schools strengthen teacher competence
and provide resources that enable innovative learning models.
The study also points toward
opportunities for broader experimentation. Future research could examine
different digital and non-digital games, educational applications, interactive
platforms, subjects, grade levels, and student characteristics. The authors
specifically note that further studies are needed because the current findings
have limitations and were conducted in a particular classroom context.
Authors’ Perspective
The findings from Abdul Hakim,
Musfirah, and Istiqamah Rustan of Universitas Negeri Makassar indicate that
Game Based Learning can transform Pancasila Education into a more active and
engaging classroom experience. Their results show that the approach was
associated with higher student participation, stronger learning motivation, and
improved test performance by the third classroom cycle.
In practical terms, the study
suggests that elementary education does not have to rely exclusively on
teacher-centered explanations. Carefully designed games can give students a
more active role while still keeping learning connected to curriculum content.
Author Profile
Abdul Hakim — Universitas
Negeri Makassar. The article identifies Hakim as one of the study’s authors,
but does not state his academic degree or specific field of expertise.
Musfirah — Universitas
Negeri Makassar. Musfirah is the corresponding author of the article. The
source lists the institutional affiliation and correspondence email but does
not provide an academic degree or detailed professional field.
Istiqamah Rustan —
Universitas Negeri Makassar. The article identifies Rustan as a co-author but
does not specify an academic degree or detailed field of expertise.
Source
Article
title: Application of Game Based Learning Model to Increase Learning
Motivation of Class V Students of SDN 01 Lawawoi Sidrap
Journal:
International Journal of Applied and Advanced Multidisciplinary Research
(IJAAMR)
Publication: Volume 4, Number 7, 2026, pages 613–622
Authors:
Abdul Hakim, Musfirah, Istiqamah Rustan
Affiliation:
Universitas Negeri Makassar
DOI: https://doi.org/10.59890/ijaamr.v4i7.268

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