The Effectiveness of the SIPANCA Educational Game in Enhancing Elementary School Students Understanding of Pancasila Values Material
DOI:
https://doi.org/10.56633/kaisa.v6i1.1282Keywords:
educational games, pancasila values, elementary school, PRISMA, systematic literature reviewAbstract
The education of Pancasila values in elementary schools faces a serious challenge due to conventional teaching methods that tend to be passive and less interactive, which ultimately lowers students' motivation and engagement. To address this issue, this study examined the role of educational games as an innovative learning medium designed to create a more active, engaging, and contextual learning atmosphere. The research had two main focuses: 1) To determine the effectiveness of using educational game media in enhancing the understanding of Pancasila values among elementary school students, and 2) To identify the factors influencing the successful implementation of the educational game media. The method used was a Systematic Literature Review (SLR) applying the PRISMA framework, where seven relevant articles were analyzed. The analysis results consistently showed that the use of educational games had a significant impact on improving students' cognitive understanding and deepening their appreciation of Pancasila values, while also contributing positively to strengthening character through a collaborative and reflective learning process. Based on these findings, innovation in learning based on educational games is highly recommended for implementation to support the national goal of forming a generation with Pancasila character.
References
Adela Khalisa Fitri, & Zuardi. (2025). Pengembangan media edukasi game berbantuan Wordwall pada evaluasi mata pelajaran Pendidikan Pancasila kelas VI di SD. Jurnal Teknologi Pendidikan Dasar, 9(1), 45–58. https://doi.org/10.31219/osf.io/fitri2025
Aksiologiya, Tim. (2024). Edukasi nilai Pancasila melalui game Si Panca. Jurnal Aksiologiya: Jurnal Filsafat dan Pendidikan, 8(2), 121–135. https://doi.org/10.21831/aksiologiya.v8i2.2024
Fitri, A. K., & Zuardi. (2025). Pengembangan media edukasi game berbantuan Wordwall pada evaluasi mata pelajaran Pendidikan Pancasila kelas VI di SD.
Hidayat, M. (2021). Pengaruh media permainan edukatif terhadap pengembangan nilai moral siswa sekolah dasar. Jurnal Pendidikan Karakter, 11(3), 412–421.
Hidayat, O. S., Husein, F., & Rahmatullah, R. (2023). Game-based instructional effectiveness of Pancasila and Citizenship Education to increase student engagement in learning. Jurnal Pendidikan Kewarganegaraan, 10(3), 210–223. https://doi.org/10.21009/jpk.2023.10.3.210
Laila, A., & Imron, I. F. (2023, August). Analisis Kebutuhan Pengembangan Media Pembelajaran Interaktif Berbasis Macromedia Flash 8 Materi IPA SD. In Prosiding SEMDIKJAR (Seminar Nasional Pendidikan dan Pembelajaran) (Vol. 6, pp. 1303-1311).
Laila, A., Afandi, S., & Yasin, M. H. M. (2025). The effectiveness of augmented reality-based pocket books to improve numeracy literacy skills of elementary school students. Dwija Cendekia: Jurnal Riset Pedagogik, 9(1), 69–78.
Laila, A., Pitoyo, A., Sukasih, S., & Baharudin, B. (2023). The effectiveness of hand muppet learning media based on local wisdom to improve cultural literacy and citizenship ability. Journal of ICSAR, 7(1), 110–114.
Lestari, D., Wibowo, A., & Rini, S. (2022). Implementasi pembelajaran digital berbasis nilai-nilai Pancasila di sekolah dasar. Jurnal Inovasi Pendidikan Dasar, 7(2), 155–167.
Marista, M., Murniviyanti, L., & Pratama, A. (2025). Development of Gaull Media (Wordwall educational game) on Pancasila values material for grade V students of Padmajaya Elementary School. Jurnal Inovasi Pembelajaran Sekolah Dasar, 5(1), 67–80. https://doi.org/10.31004/jipsd.v5i1.2025
Murni, A. W. (2023). Pengembangan media pembelajaran interaktif JERA pada mata pelajaran PPKn materi mengenal pengamalan nilai-nilai Pancasila dalam kehidupan sehari-hari kelas V SDN Sumo. Jurnal Teknologi Pendidikan Indonesia, 7(4), 356–370. https://doi.org/10.21009/jtpi.2023.7.4.356
Page, M. J., dkk (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372(n71).
Putri, R., & Hartono, Y. (2020). Pengaruh game-based learning terhadap peningkatan pemahaman nilai kebangsaan siswa sekolah dasar. Jurnal Teknologi Pendidikan, 22(1), 45–56.
Rachmawati, D. N., Kurnia, I., & Laila, A. (2023). Multimedia Interaktif Berbasis Articulate Storyline 3 Sebagai Alternatif Media Pembelajaran Materi Karakteristik Geografis Indonesia di Sekolah Dasar. Jurnal Pemikiran dan Pengembangan Sekolah Dasar, 11(1), 106–121. https://doi.org/10.22219/jp2sd.v11i1.22316
Rahmawati, I., Aditya, N., & Yusuf, M. (2023). Efektivitas game edukatif berbasis nilai karakter dalam pembelajaran PPKn di sekolah dasar. Jurnal Pendidikan dan Pembelajaran, 13(2), 98–110.
Rohmah, D. A. A. (2024). SIMLA educational game-based learning media for the inculcation of Pancasila symbols. Jurnal Pendidikan Dasar dan Humaniora, 9(2), 100–113. https://doi.org/10.31219/osf.io/rohmah2024
Sari, D., & Rachman, A. (2021). Analisis metode pembelajaran PPKn dalam penanaman nilai Pancasila di sekolah dasar. Jurnal Pendidikan Moral, 10(1), 35–47.
Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039
Torraco, R. J. (2016). Writing integrative literature reviews: Using the past and present to explore the future. Human Resource Development Review, 15(4), 404–428.
Xiao, Y., & Watson, M. (2019). Guidance on conducting a systematic literature review. Journal of Planning Education and Research, 39(1), 93–112.
Yani, K. E. M., Parji, & Chusniatun. (2023). Educational game media based on CAI in PPKn for fourth grade elementary school students. Jurnal Teknologi Pendidikan dan Pembelajaran, 8(3), 250–263. https://doi.org/10.31004/jtpp.v8i3.2023
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Febrinta Bima Permata Putra, Alfi Laila, Achime Rahma Arswendya

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

Authors who publish with Kaisa: Jurnal Pendidikan dan Pembelajaran agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- 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 acknowledgment of its initial publication in this journal.
- 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).





