GAME-BASED EDUTAINMENT LEARNING MEDIA INNOVATION TO INCREASE STUDENT MOTIVATION AND UNDERSTANDING
DOI:
https://doi.org/10.24252/auladuna.v12i2a1.2025Keywords:
Edutainment; Learning Effectiveness; Learning Media; Game-Based LearningAbstract
A challenge in education nowadays is the incompatibility between learning media used and student characteristics, which results in low educational effectiveness in developing competitive and ethical individuals. This study aimed to examine the selection of appropriate learning media based on student characteristics as an effort to improve the quality and effectiveness of learning. The research method used was qualitative with a case study approach, conducted on the fifth-grade students at SDN Minomartani. Data were collected through observation, interviews, and documentation of the learning process and media used by teachers. The results of the study indicated that edutainment-based learning media, especially game media, could increase student motivation, engagement, and understanding of learning materials. This media combined elements of education and entertainment to create a fun and meaningful learning experience. However, there were obstacles to its implementation, requiring adapted media so that it could be accessed through school facilities such as computers.
Downloads
References
Abdullah, F. (2019). Pendidikan Karakter dalam Al-Qur;an. Tahdzib Al-Akhlaq: Jurnal Pendidikan Islam, 1(2), 24–46. https://doi.org/10.34005/tahdzib.v1i2.444
Batubara, A. A. D., Suhati, S., & Bahri, S. (2021). Analisis Manajemen Kurikulum dalam Pelaksanaan Mutu Pendidikan pada Program Studi Sastra Inggris di Fakultas Sastra Universitas Islam Sumatera Utara. Edutech, 7(1), 23–37. https://jurnal.umsu.ac.id/i ndex.php/edutech/article/view/5226
Fadilla, D. R., Fauziah, F., & Aldisa, R. T. (2023). Pengenalan Bendera Negara dengan Fisher Yates- Shuffle pada Game Edukasi Android Menggunakan Metode GDLC. Journal of Information System Research (JOSH), 4(4), 1377–1386. https://doi.org/1 0.47065/josh.v4i4.3754
Fathoni, T., Asfahani, A., Munazatun, E., & Setiani, L. (2021). Upaya Peningkatan Kemampuan Public Speaking Pemuda Sragi Ponorogo. Amalee: Indonesian Journal of Community Research and Engagement, 2(1), 23–32. https://doi.org/10.37680/a malee.v2i1.581
Harsiwi, U. B., & Arini, L. D. D. (2020). Pengaruh Pembelajaran Menggunakan Media Pembelajaran Interaktif terhadap Hasil Belajar Spiswa di Sekolah Dasar. Jurnal Basicedu, 4(4), 1104–1113. https://doi.org/10.31004/basicedu.v4i4.505
Hartanti, R. D. A., & Indrakurniawan, M. (2024). Strategi Guru dalam Menangani Siswa Lamban Belajar di MI Muhammadiyah 2 Kedungbanteng. WASIS: Jurnal Ilmiah Pendidikan, 5(2), 143–150. https://doi.org/10.24176/wasis.v5i2.12288
Hasan, M. S., & Aziz, A. (2023). Kontribusi Pendidikan Islam dalam Pengembangan Sosial Emosional Peserta Didik di MTs Salafiyah Syafiiyah Tebuireng Jombang. Irsyaduna: Jurnal Studi Kemahasiswaaan, 3(2), 143–159. https://doi.org/10.5443 7/irsyaduna.v3i2.1124
Islam, M. R., Pramahdi, Y. S., Nengseh, Y., & Yunusi, M. Y. M. El. (2023). Penerapan Paikem Menggunakan Media Game Interaktif dalam Meningkatkan Minat Belajar PAI di SMP Kartika IV-1 Surabaya. Al-Hasanah: Jurnal Pendidikan Agama Islam, 8(2), 186–211. https://doi.org/10.51729/82155
Kartika, I., & Arifudin, O. (2023). Upaya Guru dalam Meningkatkan Mutu Pembelajaran Pendidikan Agama Islam di Sekolah Dasar. Jurnal Al-Amar, 4(2), 357–370. https:/ /ojs-steialamar.org/index.php/JAA/article/view/186
Kusmiati, A. T., Purnamasari, S., & Rahmaniar, A. (2024). Analisis Pengaruh Penerapan Game dalam Pembelajaran IPA. Jurnal Pendidikan Mipa, 14(2), 498–510. https://do i.org/10.37630/jpm.v14i2.1595
Madekhan. (2020). Fungsi Pendidikan dalam Perubahan Sosial Kontemporer. Reforma: Jurnal Pendidikan dan Pembelajaran, 9(1), 51–60. https://www.researchgate.net/ publication/343683560_FUNGSI_PENDIDIKAN_DALAM_PERUBAHAN_SOSIAL_KONTEMPORER
Magdalena, I., Safitri, T., Maghfiroh, N., & Yolawati, N. N. (2020). Identifikasi Kesulitan Belajar Tematik Kelas 3 di SD Negeri 14 Tangerang. FONDATIA: Jurnal Pendidikan Dasar, 4(2), 222–233. https://ejournal.stitpn.ac.id/index.php/fondatia/ article/view/886
Novita, W., Safitri, A., Saputra, A. D., Ananda, M. L., Ersyliasari, A., & Rosyada, A. (2023). Penerapan Teori Perkembangan Kognitif oleh Jean Piaget terhadap Kemampuan Memecahkan Masalah Siswa SD/MI. HYPOTHESIS : Multidisciplinary Journal of Social Sciences, 2(01), 122–134. https://doi.org/10.62 668/hypothesis.v2i01.662
Novitasari, Y. (2018). Analisis Permasalahan "Perkembangan Kognitif Anak Usia Dini”. PAUD Lectura: Jurnal Pendidikan Anak Usia Dini, 2(01), 82–90. https://doi.or g/10.31849/paudlectura.v2i01.2007
Nurfadhillah, S., Saputra, T., Farlidya, T., Pamungkas, S. W., & Jamirullah, R. F. (2021). Pengembangan Media Pembelajaran Berbasis Media Poster pada Materi “Perubahan Wujud Zat Benda” Kelas V di SDN Sarakan II Tangerang. NUSANTARA, 3(1), 117–134. https://ejournal.stitpn.ac.id/index.php/nusantara/article/view/1282
Nursarofah, N. (2022). Meningkatkan Kualitas Pendidikan Anak Usia Dini melalui Pembelajaran Kontekstual dengan Pendekatan Merdeka Belajar. Journal Ashil: Jurnal Pendidikan Anak Usia Dini, 2(1), 38–51. https://doi.org/10.33367/piaud.v2 i1.2492
Nurwahidah, Maryati, S., Nurlaela, W., & Cahyana. (2021). Permainan Tradisional sebagai Sarana Mengembangkan Kemampuan Fisik Motorik Anak Usia Dini. PAUD Lectura: Jurnal Pendidikan Anak Usia Dini, 4(02), 49–61. https://doi.org/10.31849/ paud-lectura.v4i02.6422
Paculanan, R. S., Tadeo, R. L., Caliliw, M. T., Atal, C. P., & Sadol, J. N. (2024). Cyberverse: A Game-Based Learning Application for Cyber Security. International Journal of Latest Technology in Engineering Management & Applied Science, 13(10), 1–6. https://doi.org/10.51583/IJLTEMAS.2024.131001
Rahman, A., Fitriani, A., Yumriani, Y., Munandar, S. A., & Karlina, Y. (2022). Pengertian Pendidikan, Ilmu Pendidikan dan Unsur-Unsur Pendidikan. Al Urwatul Wutsqa, 2(1), 1–8. https://journal.unismuh.ac.id/index.php/alurwatul/article/view/7 757
Ridwan, T., Hidayat, E., & Abidin, Z. (2020). Edugames N-Ram untuk Pembelajaran Geometri pada Anak Usia Dini. Jurnal Teknoinfo, 14(2), 89–94. https://doi.org/ 10.33365/jti.v14i2.508
Rusmaini, & Holisoh, A. (2024). Pengaruh Penggunaan Metode Edutainment dalam Meningkatkan Kinerja Belajar Siswa pada Mata Pelajaran Ekonomi di SMAN 21 Kabupaten Tangerang. Pekobis: Jurnal Pendidikan, Ekonomi, dan Bisnis, 9(1), 11–20. https://doi.org/10.32493/pekobis.v9i1.P11-20.40034
Rusyidi, B. (2020). Memahami Cyberbullying di Kalangan Remaja. Jurnal Kolaborasi Resolusi Konflik, 2(2), 100–110. https://doi.org/10.24198/jkrk.v2i2.29118
Sulaiman, N. S., Zulkifli, N. S. A., & Kadir, T. A. A. (2025). Enhancing Education through Game-Based Learning: Benefits and Future Directions. 2025 IEEE International Conference on Industrial Technology & Computer Engineering (ICITCE), 99–104. https://doi.org/10.1109/ICITCE65255.2025.11210766
Suncaka, E. (2023). Meninjau Permasalahan Rendahnya Kualitas Pendidikan di Indonesia. Unisan Jurnal, 2(3), 36–49. https://journal.an-nur.ac.id/index.php/unisan journal/article/view/1234
Suryaningsih, T., Marini, A., & Zakiah, L. (2024). Mathematics Problem Solving through Make a Drawing Strategy for Elementary School Students with Mild Intellectual Disability. AULADUNA: Jurnal Pendidikan Dasar Islam, 11(1), 31–41. https:// doi.org/10.24252/auladuna.v11i1a4.2024
Sutapa, P., Pratama, K. W., Rosly, M. M., Ali, S. K. S., & Karakauki, M. (2021). Improving Motor Skills in Early Childhood through Goal-Oriented Play Activity. Children, 8(11), 2. https://doi.org/10.3390/children8110994
Trisiana, A. (2020). Penguatan Pembelajaran Pendidikan Kewarganegaraan melalui Digitalisasi Media Pembelajaran. Jurnal Pendidikan Kewarganegaraan, 10(2), 31. https://doi.org/10.20527/kewarganegaraan.v10i2.9304
Wahyuningsih, I., & Santosa, S. (2024). Internalisasi Karakter Ketangguhan (Resiliensi) sebagai Bekal Menghadapi Tantangan Belajar Siswa SD di Era Digital-Global. AULADUNA: Jurnal Pendidikan Dasar Islam, 11(2), 190–203. https://doi.org/10.2 4252/auladuna.v11i2a7.2024
Yulia, R., Isrok’atun, & Aeni, A. N. (2024). Pegembangan KATARIAN sebagai Media Edutainment untuk Meningkatkan Kemampuan Berhitung Perkalian Siswa Kelas 3 Sekolah Dasar. Jurnal Elementaria Edukasia, 7(1), 2303–2319. https://doi.org/1 0.31949/jee.v7i1.8263
Yuliyanto, A., Ramdani, R., Andriyantono, A., & Sofiasyari, I. (2024). Mengeksplorasi Media Animasi Berbasis Canva terhadap Self-Efficacy Matematis dan Keterampilan Berpikir Kreatif Siswa. AULADUNA: Jurnal Pendidikan Dasar Islam, 11(2), 105–121. https://doi.org/10.24252/auladuna.v11i2a1.2024
Zhamzhamy, M. F. R., & Afifah, D. S. N. (2019). Pengaruh Math-Tainment Berbasis Multimedia terhadap Pemahaman Materi Trigonometri Kelas X SMA Negeri 1 Trenggalek. Kontinu: Jurnal Penelitian Didaktik Matematika, 3(1), 51–63. https://doi.org/10.30659/kontinu.3.1.51-63
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Mirna Astuti, Farahah Kamilatun Nuha, Sri Karmila, Mahjati

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with AULADUNA: Jurnal Pendidikan Dasar Islam agree to the following terms: Authors retain the copyright and grant Universitas Islam Negeri Alauddin Makassar right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share (copy and redistribute the material in any medium or format) and adapt (remix, transform, and build upon the material) the work for any purpose, even commercially with an acknowledgement of the work's authorship and initial publication in Universitas Islam Negeri Alauddin Makassar. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in Universitas Islam Negeri Alauddin Makassar. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).

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















