PENERAPAN GAME BASED LEARNING (GBL) BERBASIS EDUCANDY SEBAGAI INOVASI PEMBELAJARAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI INDONESIAKU KAYA BUDAYA KELAS IV SD NEGERI SAMAHANI
Keywords:
Kata Kunci: pembelajaran berbasis permainan, Educandy, hasil belajar. Keywords: game-based learning, Educandy, learning outcomes.Abstract
Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan dan hasil belajar siswa pada materi Indonesiaku
Kaya Budaya di kelas IV SD Negeri Samahani akibat penggunaan metode pembelajaran yang masih konvensional. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan pembelajaran berbasis permainan menggunakan media Educandy terhadap hasil belajar siswa. Penelitian menggunakan pendekatan kuantitatif dengan jenis penelitian eksperimen semu menggunakan desain satu kelompok sebelum dan sesudah perlakuan. Subjek penelitian berjumlah 25 siswa kelas IV SD Negeri Samahani Tahun Ajaran 2025/2026. Teknik pengumpulan data dilakukan melalui tes, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa nilai rata-rata siswa mengalami peningkatan dari 61,49 menjadi 91,36 setelah diterapkan pembelajaran berbasis permainan menggunakan Educandy. Hasil analisis peningkatan belajar menunjukkan kategori tinggi. Pengujian hipotesis juga menunjukkan adanya pengaruh yang signifikan terhadap hasil belajar siswa. Selain itu, aktivitas siswa selama pembelajaran berada pada kategori sangat baik. Dengan demikian, pembelajaran berbasis permainan menggunakan media Educandy efektif dalam meningkatkan hasil belajar siswa kelas IV SD Negeri Samahani.
Abstract
This study was motivated by the low level of student engagement and learning outcomes on the topic Indonesiaku Kaya Budaya in grade IV of SD Negeri Samahani due to the use of conventional teaching methods. This study aimed to determine the effect of game-based learning using Educandy media on students’ learning outcomes. The study employed a quantitative approach with a quasi-experimental method using a one-group pretest-posttest design. The subjects of this study were 25 fourth-grade students of SD Negeri Samahani in the 2025/2026 academic year. Data were collected through tests, observations, and documentation. The results showed that the students’ average score increased from 61.49 to 91.36 after the implementation of game-based learning using Educandy media. The analysis of learning improvement indicated a high category. Hypothesis testing also showed a significant effect on students’ learning outcomes. In addition, students’ learning activities during the learning process were categorized as very good. Therefore, game-based learning using Educandy media was effective in improving the learning outcomes of fourth-grade students at SD Negeri Samahani.
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