Pengembangan Game Digital Froggy Jumps untuk Pembelajaran PPKn dan Penguatan Karakter Siswa Sekolah Dasar
DOI:
https://doi.org/10.61994/taqrib.v4i2.2347Keywords:
Game Digital, PPKn, Pendidikan Karakter, Hak dan Kewajiban, Sekolah DasarAbstract
Penelitian ini mengembangkan Froggy Jumps sebagai media pembelajaran digital PPKn pada materi hak dan kewajiban siswa kelas I dengan mengintegrasikan nilai tanggung jawab, disiplin, dan kepedulian. Penelitian menggunakan pendekatan Research and Development yang diadaptasi dari ADDIE melalui tahap analisis, perancangan, pengembangan, dan evaluasi. Data diperoleh melalui observasi pembelajaran, wawancara guru, validasi ahli, dokumentasi, serta uji coba terbatas terhadap 10 siswa kelas I SDIT Al Hijrah. Validasi ahli materi mencapai 85,45% dan ahli media 90,77%, keduanya berkategori sangat layak. Rata-rata skor siswa mencapai 89 dan sembilan dari sepuluh siswa menyatakan materi lebih mudah dipahami melalui permainan. Froggy Jumps layak dan praktis digunakan sebagai media pembelajaran interaktif untuk kelas rendah. Penelitian ini belum membuktikan perubahan karakter jangka panjang karena uji coba dilakukan dalam skala kecil dan waktu terbatas.
References
Alotaibi, M. S. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15, 1307881. https://doi.org/10.3389/fpsyg.2024.1307881
Anwar, M. F. N., Wijaya, E. M. S., & Woe, H. (2025). Design and development of a digital game to support civics education for fourth-grade students. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 14(6), 916-927. https://doi.org/10.33578/jpfkip.v14i6.916-927
Aprilia, T., Adrias, A., & Putri Zulkarnaini, A. (2025). Peran Pendidikan Pancasila dalam pembentukan karakter siswa sekolah dasar. Jurnal Pendidikan Tambusai, 9(1), 3656-3663. https://doi.org/10.31004/jptam.v9i1.26189
Dan, N. N., Trung, L. T. B. T., Nga, N. T., & Dung, T. M. (2024). Digital game-based learning in mathematics education at primary school level: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(4), em2423. https://doi.org/10.29333/ejmste/14377
Efendi, E., Mukti, A., & Khatipah. (2026). Digital Game-Based Learning (DGBL) literacy achievement Islamic character education. AKSELERASI: Jurnal Pendidikan Guru MI, 7(1), 14-34. https://doi.org/10.35719/akselerasi.v7i1.910
Fatahudin, R. R., Fajrie, N., & Fakhriyah, F. (2025). The effectiveness of implementing Pancasila education in building student character at SDN 2 Bandungharjo. Jurnal Pendidikan Tambusai, 9(1), 6571-6578. https://doi.org/10.31004/jptam.v9i1.25523
Fauziah, A. Z. (2023). Implementasi pembelajaran PKN dalam pembentukan karakter siswa sekolah dasar. Edukasi Tematik: Jurnal Pendidikan Sekolah Dasar, 4(1), 19-24. https://doi.org/10.59632/edukasitematik.v4i1.241
Giannakoulas, A., & Xinogalos, S. (2024). Studying the effects of educational games on cultivating computational thinking skills to primary school students: A systematic literature review. Journal of Computers in Education, 11, 1283-1325. https://doi.org/10.1007/s40692-023-00300-z
Hanifah, H., Suastika, I. N., & Sanjaya, D. B. (2025). A systematic review of gamification-based learning resources in civic education: Enhancing student engagement and civic competence. Jurnal Profesi Pendidikan, 4(1), 115-131. https://doi.org/10.22460/jpp.v4i1.27520
Hussein, M. H., Ow, S. H., Elaish, M. M., & Jensen, E. O. (2022). Digital game-based learning in K-12 mathematics education: A systematic literature review. Education and Information Technologies, 27(2), 2859-2891. https://doi.org/10.1007/s10639-021-10721-x
Jamaludin, G. M., Japar, M., & Sumantri, M. S. (2026). VR-Edupanc: Development of a virtual reality-based digital game learning model for civic education in elementary schools. Salud, Ciencia y Tecnología, 6, 2564. https://doi.org/10.56294/saludcyt20262564
Kaldarova, B., Omarov, B., Zhaidakbayeva, L., Tursynbayev, A., Beissenova, G., Kurmanbayev, B., & Anarbayev, A. (2023). Applying game-based learning to a primary school class in computer science terminology learning. Frontiers in Education, 8, 1100275. https://doi.org/10.3389/feduc.2023.1100275
Kamalodeen, V. J., Ramsawak-Jodha, N., Figaro-Henry, S., Jaggernauth, S. J., & Dedovets, Z. (2021). Designing gamification for geometry in elementary schools: Insights from the designers. Smart Learning Environments, 8, 36. https://doi.org/10.1186/s40561-021-00181-8
Kusliyanti, L., Rofida, G. E., Julianti, F. A., Nurhasanah, N., & Haryati, M. S. (2024). Implementasi pembelajaran PKn sebagai pembentukan karakter peserta didik sekolah dasar. Social, Humanities, and Educational Studies (SHES): Conference Series, 7(3), 1029-1036. https://doi.org/10.20961/shes.v7i3.91798
Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of gamification on motivations of elementary school students: An action research field experiment. Simulation & Gaming, 55(4), 600-636. https://doi.org/10.1177/10468781241237389
Ninawati, M., Saputri, A. D., Rani, J. P., Amelia, R., As'ari, S., & Putri, S. M. (2025). Peran Pendidikan Pancasila sebagai pembentuk karakter pada peserta didik sekolah dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(1). https://doi.org/10.23969/jp.v10i01.22139
Novianti, D., & Sunaryati, T. (2024). Pendidikan karakter di sekolah dasar. Publica Indonesia Utama. https://doi.org/10.55216/publica.249
Sabila, T. M., Faizal, & Alirmansyah. (2025). Pengembangan media pembelajaran berbasis game Roblox untuk mendukung pembelajaran Pendidikan Pancasila di sekolah dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(4). https://doi.org/10.23969/jp.v10i04.39297
Sappaile, B. I. (2024). The impact of gamification learning on student motivation in elementary school learning. Scientechno: Journal of Science and Technology, 3(2), 184-196. https://doi.org/10.55849/scientechno.v3i2.1050
Syamsiah, A., Fajri, A. K., Nandi, S., & Firdaus, M. (2025). Peran pembelajaran PPKn dalam pembentukan karakter peserta didik sekolah dasar di era digital. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(4). https://doi.org/10.23969/jp.v10i04.38373
Wisnu, I. B. M. W. P., Purnami, I. A. P., & Maharani, I. A. K. (2025). Who benefits from gamification? The role of web-based board games in fostering Pancasila values among elementary learners. Jurnal Ilmiah Sekolah Dasar, 9(4), 641-650. https://doi.org/10.23887/jisd.v9i4.103296
Yang, L., Li, R., & Zhou, Y. (2024). Research trends of game-based language learning in K-12 education: A systematic review of SSCI articles during 2009-2022. Journal of Computer Assisted Learning, 40(3), 1218-1230. https://doi.org/10.1111/jcal.12944
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Nurlailatul Badriah, Titin Sunaryati

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Taqrib : Journal of Islamic Studies and Education by https://jurnal.dokicti.org/index.php/JIPBS/index
is licensed under a Creative Commons Attribution-ShareAlike 4.0 International Licensel




