Answers are grounded in this paper and cite their sources.
This study was motivated by the low level of student engagement in Pendidikan Pancasila (Pancasila Education) lessons among Grade VIII students at SMP Negeri 2 Lahewa. To address this issue, the Game-Based Learning model was implemented as an alternative instructional approach. This study aimed to describe the implementation of the Game-Based Learning model and examine changes in student engagement before and after the intervention. This study employed a Classroom Action Research (CAR) design conducted in two cycles, each comprising planning, action, observation, and reflection. The participants were 30 Grade VIII students at SMP Negeri 2 Lahewa. Data were collected through observations, student response questionnaires, and interviews, and were analyzed using descriptive qualitative and quantitative techniques. During the pre-cycle, student engagement was recorded at 37.50%, increasing to 57.29% in Cycle I, although the success criterion had not yet been met. Reflection on Cycle I informed improvements to the game mechanics, time management, group guidance, and reinforcement strategies implemented in Cycle II. In Cycle II, the implementation of the instructional model reached 90.00%, categorized as very good; student responses were also categorized as very good, while student engagement reached 90.21%, categorized as high. The comparison between the pre-cycle and Cycle II indicates an increase of 52.71 percentage points in student engagement. This improvement occurred alongside iterative refinements to the instructional actions across cycles, suggesting that the implementation of Game-Based Learning assisted by Crossword Puzzle was accompanied by increased student engagement in Pendidikan Pancasila lessons in the class under study. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya keaktifan murid pada pembelajaran Pendidikan Pancasila di kelas VIII SMP Negeri 2 Lahewa. Untuk mengatasi permasalahan tersebut, diterapkan model Game-Based Learning sebagai alternatif pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan penerapan model Game-Based Learning dan perkembangan keaktifan murid sebelum serta setelah tindakan diterapkan. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, dengan setiap siklus meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 30 murid kelas VIII SMP Negeri 2 Lahewa. Data dikumpulkan melalui observasi, angket respons murid, dan wawancara, kemudian dianalisis secara deskriptif kualitatif dan kuantitatif. Pada pra-siklus, keaktifan murid tercatat sebesar 37,50% dan meningkat menjadi 57,29% pada Siklus I, tetapi belum mencapai indikator keberhasilan. Refleksi Siklus I menjadi dasar penyempurnaan mekanisme permainan, pengelolaan waktu, pendampingan kelompok, dan pemberian penguatan pada Siklus II. Pada Siklus II, keterlaksanaan pembelajaran mencapai 90,00% dengan kategori sangat baik, respons murid berada pada kategori sangat baik, dan keaktifan murid mencapai 90,21% dengan kategori tinggi. Perbandingan kondisi pra-siklus dan Siklus II memperlihatkan kenaikan keaktifan murid sebesar 52,71 poin persentase. Perkembangan ini berlangsung seiring dengan perbaikan tindakan pada setiap siklus, sehingga penerapan Game-Based Learning berbantuan Crossword Puzzle menunjukkan peningkatan keaktifan murid dalam pembelajaran Pendidikan Pancasila pada kelas yang diteliti.
No takes yet. Share an insight, caveat, or question.
Zendrato et al. (2026) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: