Pengembangan Media ENGKER (Engklek Kerja Sama) Berbasis model Game Based Learning Untuk Meningkatkan Hasil Belajar Murid Pada Pembelajaran IPA Materi Pancaindra Manusia di Sekolah Dasar
DOI:
https://doi.org/10.30605/cjpe.9.2.2026.8871Keywords:
Media ENGKER, Game Based Learning, Hasil Belajar, Pancaindra ManusiaAbstract
Penelitian ini bertujuan untuk mengembangkan media ENGKER (Engklek Kerja Sama) melalui model GBL untuk meningkatkan hasil belajar murid pada materi pancaindra manusia di sekolah dasar. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri atas lima tahap, yaitu analysis, design, development, implementation, dan evaluation. Subjek penelitian adalah murid kelas III SDN 2 Tabongo. Teknik pengumpulan data dilakukan melalui wawancara, observasi, angket, tes, dan dokumentasi. Instrumen penelitian berupa lembar validasi ahli media, ahli materi, ahli pengguna, lembar kepraktisan, serta soal pre-test dan post-test. Hasil penelitian menunjukkan bahwa media ENGKER memperoleh persentase kelayakan sebesar 93% dengan kategori sangat layak berdasarkan validasi ahli media, ahli materi, dan ahli pengguna. Hasil uji kepraktisan memperoleh persentase sebesar 87,5% dengan kategori sangat praktis. Adapun hasil uji keefektifan menunjukkan rata-rata nilai pre-test sebesar 42,5% dan rata-rata nilai post-test sebesar 86%. Perhitungan N-Gain memperoleh nilai sebesar 0,74 dengan kategori tinggi. Hasil penelitian menunjukkan bahwa media ENGKER dinyatakan layak, praktis, dan efektif digunakan dalam pembelajaran serta mampu meningkatkan hasil belajar murid pada materi pancaindra manusia di sekolah dasar.
References
Abdullah, G., & Mahniar, A. (2026). Pengembangan media pembelajaran Sidara untuk meningkatkan hasil belajar murid di kelas V MIS Al-Mourky. 6, 133–145
Arifin, I. N., Arif, R. M., Arifin, V. M., Juniarti, Y., & Sutisna, I. (2023). Desain pengembangan e-modul IPA materi kalor berbasis flipbook maker dalam meningkatkan motivasi belajar siswa kelas V di sekolah dasar. Pedagogika, 14(1), 99–111. https://doi.org/10.37411/pedagogika.v14i1.2192
Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer. https://doi.org/10.1007/978-0-387-09506-6
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
Dabis, Y., Arifin, I. N., & Djuko, R. U. (2022). Pengaruh media pembelajaran berbasis alam terhadap motivasi belajar anak kelompok B. Student Journal of Early Childhood Education, 2(1), 46–54.
Fitriyah, A., & Ramadani, S. D. (2021). Pengembangan media pembelajaran berbasis permainan untuk meningkatkan hasil belajar siswa sekolah dasar. Jurnal Basicedu, 5(5), 3825–3834. https://doi.org/10.31004/basicedu.v5i5.1465
Isnanto, I., Abdullah, G., & Arifin, I. N. (2020). Pembelajaran efektif dalam meningkatkan perubahan perilaku belajar murid sekolah dasar. Cokroaminoto Journal of Primary Education, 3(2), 101–109.
Judijanto, L., Baharuddin, M. R., & Simarmata, J. (2024). Metodologi penelitian dan pengembangan pendidikan dasar. Yayasan Kita Menulis.
Marzuki, M. (2023). Media pembelajaran non-digital sebagai alternatif pembelajaran di sekolah dasar. Jurnal Pendidikan Indonesia, 4(1), 55–63.
Muayyad, M., Pratiwi, N., & Suryadi, S. (2025). Pengembangan media permainan tradisional engklek pada pembelajaran IPA sekolah dasar. Jurnal Inovasi Pendidikan Dasar, 9(1), 88–97.
Novitasari, R., Syafei, S., & Abdullah, G. (2023). Permainan edukatif untuk meningkatkan motivasi dan berpikir kritis murid sekolah dasar. Jurnal Pendidikan Anak Usia Dasar, 5(2), 67–75.
Nurrita, T. (2018). Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. Misykat, 3(1), 171–187. https://doi.org/10.33511/misykat.v3n1.171
Plass, J. L., H₀mer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Pratiwi, N., Muayyad, M., & Dabis, A. (2023). Penggunaan media permainan engklek untuk meningkatkan hasil belajar murid sekolah dasar. Jurnal Pendidikan Dasar Indonesia, 8(3), 145–154.
Purba, R. S., Simarmata, J., & Baharuddin, M. R. (2025). Game-Based Learning dalam pembelajaran sekolah dasar. Yayasan Kita Menulis.
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023
Sugiyono. (2020). Metode penelitian dan pengembangan (Research and Development/R&D). Alfabeta.
Suryadi, S. (2020). Media pembelajaran sebagai sarana meningkatkan minat belajar murid sekolah dasar. Jurnal Pendidikan Dasar, 5(1), 21–29.
Syafei, S. (2025). Pengembangan aspek kognitif, afektif, dan psikomotorik dalam pembelajaran sekolah dasar. Jurnal Pendidikan Karakter, 10(1), 14–22.
Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students' mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35(3), 407–420. https://doi.org/10.1111/jcal.12347
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Al Hijra, Irvin Novita Arifin, Isnanto Isnanto, Gamar Abdullah, Rifda Mardian Arif

This work is licensed under a Creative Commons Attribution 4.0 International License.
In submitting the manuscript to the journal, the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- The work described has not been formally published before, except in the form of an abstract or as part of a published lecture, review, thesis, or overlay journal.
- That it is not under consideration for publication elsewhere,
- That its publication has been approved by all the author(s) and by the responsible authorities – tacitly or explicitly – of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and copyright agreement.
License and Copyright Agreement
Authors who publish with CJPE agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgement 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 acknowledgement 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.







