Pengembangan Media Pembelajaran SIPANCA Berbasis Game Interaktif pada Materi Makna Sila-Sila Pancasila untuk Siswa Kelas III Sekolah Dasar Development of SIPANCA Interactive Game-Based Learning Media on the Meaning of the Pancasila Principles for Grade III Elementary School Students

Crossmark

Main Article Content


Abstract

The low level of understanding among third-grade students at SDN Lirboyo 2 regarding the meanings of the Pancasila principles was indicated by 73.07% of students who had not achieved the Learning Objective Achievement Criteria (KKTP), accompanied by limited learning media that still consisted of images and simple PowerPoint slides. This study aimed to develop SiPanca (Sila-Sila Pancasila) learning media based on an interactive game and analyze its validity, practicality, and effectiveness for third-grade students at SDN Lirboyo 2. The study employed the Research and Development (R&D) method using the ADDIE model, which comprises the analysis, design, development, implementation, and evaluation stages. The research participants consisted of one classroom teacher and 26 third-grade students. Data were collected through observation, interviews, questionnaires, and pretest–posttest assessments using expert validation sheets, teacher and student response questionnaires, and test questions as the research instruments. The results showed that the SiPanca media obtained an average validation score of 95% from the subject matter and media experts, placing it in the highly valid category. The practicality of the media based on the teacher’s response reached 90.91%, while the students’ responses in the large-scale trial reached 94.5%, both of which were classified as highly practical. The effectiveness of the media was demonstrated by an increase in the students’ mean score from 50.8 to 88.4 and an increase in classical mastery from 10% to 90%, placing it in the highly effective category. These findings confirm that the SiPanca interactive game-based learning media is valid, practical, and effective as an alternative learning medium for Pancasila Education on the meanings of the Pancasila principles in elementary schools. In practical terms, the SiPanca media can assist teachers in delivering more concrete, interactive, and enjoyable learning and serve as a reference for developing similar media for other Pancasila Education materials.

Downloads

Download data is not yet available.

Citation Metrics & Similar Scopus Articles

Data source Crossref
0
citations
Citation counts are source-specific and may differ because database coverage, reference matching, and update schedules are different. Counts are not added together. Crossref values represent citation links registered and matched by Crossref.
Check Secondary Documents in Scopus
Open this article in Scopus, then check the Secondary documents tab. Use Manual Citation Fallback only for counts you have verified manually.
Open in Scopus
Similar Scopus Articles
Scopus
  1. Kenzhaliyev B.K. (2027)
    Predicting Copper Production Cycles in Hydrometallurgy with Interpretable Machine Learning
    Kompleksnoe Ispolzovanie Mineralnogo Syra, 341(2), 5-15
  2. Irawati R. (2027)
    Enhancing accounting students’ writing performance through problem-based learning: Evidence from a vocational higher education context
    Multidisciplinary Science Journal, 9(1)
  3. Naemi Z. (2027)
    The Relationship between Second Language Learning Strategies, Learning Engagement, and Writing Skill in the Arabic Writing Curriculum
    Language Related Research, 17(4), 331-360

Article Details

How to Cite
Arswendya, A. R., Jatmiko, & Nurfahrudianto, A. (2026). Pengembangan Media Pembelajaran SIPANCA Berbasis Game Interaktif pada Materi Makna Sila-Sila Pancasila untuk Siswa Kelas III Sekolah Dasar. YASIN, 6(5), 5858-5870. https://doi.org/10.58578/yasin.v6i5.11545

References

Arsa, A. Q. S., Azzahra, A. A., Baskara, B. A., Selasih, M. A., & Agry, F. P. (2025). Pemanfaatan Game Monopoli Wayang untuk Meningkatkan Minat Belajar Bahasa Jawa pada Peserta Didik Kelas V di SD Negeri Kembangarum 03 Kota Semarang. Jurnal Ilmiah Wahana Pendidikan, 11(11.D), 16–25. https://jurnal.peneliti.net/index.php/JIWP/article/view/11982

Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer. https://doi.org/10.1007/978-0-387-09506-6

Budianti, Y., Rikmasari, R., & Oktaviani, D. A. (2023). Penggunaan Media PowerPoint Interaktif untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar. Jurnal Inovasi Pendidikan dan Pembelajaran Sekolah Dasar, 7(1), 127–136. https://doi.org/10.24036/jippsd.v7i1.120545

Hasnimar, Muhajir, & Arifin, J. (2024). Pengembangan Media Pembelajaran Berbasis Game Edukasi untuk Meningkatkan Motivasi dan Hasil Belajar pada Mata Pelajaran Pancasila Kelas IV di SD Inpres 5/81 Watu Kabupaten Bone. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(4), 98–110. https://doi.org/10.23969/jp.v9i4.16793

Hasri, U. K., Samad, S., & Latif, S. (2023). Kejenuhan Belajar Siswa dan Penanganannya: Studi Kasus Sekolah Menengah Atas di Kabupaten Sidrap. Pinisi Journal of Education, 3(3), 130–148. https://ojs.unm.ac.id/PJE/article/view/45855

Hidayah, Y., & Suyitno. (2021). Kajian Media Pembelajaran Berbasis Interaktif untuk Memperkuat Profil Pelajar Pancasila di Sekolah Dasar. Jurnal Pendidikan Kewarganegaraan, 11(2), 22–30. https://doi.org/10.20527/kewarganegaraan.v11i2.12247

Junioviona, A. Q., Setyowati, N., & Yani, M. T. (2020). Pengembangan Komik sebagai Media Pembelajaran untuk Meningkatkan Hasil Belajar Siswa Materi Sikap yang Mencerminkan Sila-Sila Pancasila Kelas III Sekolah Dasar. Jurnal Education and Development, 8(3), 95–100.

Khairunnisa, & Ain, S. Q. (2022). Pengembangan Multimedia Interaktif Pembelajaran Tematik Siswa Sekolah Dasar. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(6), 5519–5530. https://doi.org/10.31004/obsesi.v6i6.3198

Masita, K., Rahmandani, F., & Santosa, T. (2024). Peningkatan Hasil Belajar Siswa pada Pembelajaran Pendidikan Pancasila dan Kewarganegaraan (PPKn) melalui Model Problem Based Learning (PBL). Pembelajar: Jurnal Ilmu Pendidikan, Keguruan, dan Pembelajaran, 8(1), 37–45. https://doi.org/10.26858/pembelajar.v8i1.52127

Mira, Sabilah, A., Farhan, A., Wahyudi, S., & Lubis, A. (2022). Penerapan Media Power Point terhadap Hasil Belajar Siswa di Sekolah Dasar. Jurnal Elementary: Kajian Teori dan Hasil Penelitian Pendidikan Sekolah Dasar, 5(1), 41–44. https://doi.org/10.31764/elementary.v5i1.6469

Nanda, F. A. (2025). Peran Pendidikan Pancasila dalam Membentuk Karakter Peserta Didik di Sekolah Dasar 050668 Lubuk Dalam Stabat. Jurnal Pendidikan Sains dan Komputer, 5(1), 52–58. https://doi.org/10.47709/jpsk.v5i01.5478

Ni’am, M. K. A., Handoyo, E., Raharjo, T. J., Sumartiningsih, S., & Yuwono, A. (2024). Efektifitas Multimedia Interaktif Berbasis Google Site terhadap Hasil Belajar Siswa Sekolah Dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(4), 616–626. https://doi.org/10.23969/jp.v9i04.19761

Pakaya, I. I., Adam, R. I., & Gui, M. D. (2025). Analisis Keberhasilan Penggunaan Macromedia Flash 8 sebagai Media Pembelajaran Interaktif di SDN 3 Tomilito. Jambura Elementary Education Journal, 6(1), 39–45. https://doi.org/10.37411/jeej.v6i1.4020

Pamungkas, W. A. D., & Koeswanti, H. D. (2021). Penggunaan Media Pembelajaran Video terhadap Hasil Belajar Siswa Sekolah Dasar. Jurnal Ilmiah Pendidikan Profesi Guru, 4(3), 346–354. https://doi.org/10.23887/jippg.v4i3.41223

Pramesti, A. D., Masfuah, S., & Ardianti, S. D. (2023). Media Interaktif Nearpod guna Meningkatkan Hasil Belajar Siswa Sekolah Dasar. Jurnal Educatio FKIP UNMA, 9(1), 379–385. https://doi.org/10.31949/educatio.v9i1.4578

Putri, F. K. A., Husna, M. J., & Nihayah, S. A. (2023). Implementasi Teori Belajar Humanistik dalam Pembelajaran dan Pembentukan Karakter Anak. Tinta Emas: Jurnal Pendidikan Islam Anak Usia Dini, 2(1), 33–40. https://doi.org/10.35878/tintaemas.v2i1.772

Rahmadhani, W., Sardjijo, & Manalu, M. (2022). Pengembangan Multimedia Interaktif pada Pembelajaran Tematik untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar. Jurnal Basicedu, 6(5), 7750–7757. https://doi.org/10.31004/basicedu.v6i5.2520

Rani, R. K., Haifaturrahmah, & Sari, N. (2025). Pemanfaatan Game Edukasi sebagai Media Pembelajaran yang Menarik bagi Siswa Sekolah Dasar. Didaktik: Jurnal Ilmiah PGSD STKIP Subang, 11(4), 261–285. https://journal.stkipsubang.ac.id/index.php/didaktik/article/view/8747

Waruwu, M. (2024). Metode Penelitian dan Pengembangan (R&D): Konsep, Jenis, Tahapan, dan Kelebihan. Jurnal Ilmiah Profesi Pendidikan, 9(2), 1220–1230. https://doi.org/10.29303/jipp.v9i2.2141

Zai, D. I. S., Bawamenewi, A., Harefa, A., & Lase, B. P. (2025). Analisis Permasalahan Pembelajaran Pendidikan Pancasila dan Kewarganegaraan pada Siswa. Inovasi: Jurnal Sosial Humaniora dan Pendidikan, 5(1), 1–18. https://doi.org/10.55606/inovasi.v5i1.5183