Garuda Numeracy Fun: Game-Based Learning Media for Pancasila Education

Authors

  • Shofia Nurun Alanur Tadulako University
  • Jamaludin Tadulako University
  • Sunarto Amus
  • Hasdin Tadulako University
  • Nasran Tadulako University

DOI:

https://doi.org/10.59329/gawi.v6i2.316

Keywords:

game based learning, garuda numerasi fun, learning media, numeracy literacy, pancasila education

Abstract

The low numeracy skills of students and the dominance of conventional-theoretical methods in Pancasila Education in Indonesia require innovation in learning media. The integration of numerical logic into value-based learning is still rarely explored. This study aims to develop and test the feasibility of Garuda Numeracy Fun media based on Game Based Learning (GBL) that integrates numeracy literacy with national symbols in Pancasila Education. Using the Research and Development (R&D) method with the ADDIE development model ( Analysis, Design, Development, Implementation, Evaluation ), a limited trial was conducted on prospective PPKn teacher students in the PPKn Learning Planning course. Data were collected through observation, questionnaires, and documentation, then analyzed using quantitative and qualitative descriptive techniques. The results showed that the Garuda Numeracy Fun Media obtained a feasibility percentage of 88.40% (Very Feasible). These findings do not demonstrate effectiveness in increasing self-efficacy or creativity because this study did not employ a pre-test/post-test design, control group, validated self-efficacy or creativity instruments, or inferential statistical analysis. Thus, the study concludes that Garuda Numeracy Fun media is feasible and receives positive responses as an alternative learning medium that connects Pancasila values with contextual numeracy activities.

References

Ababilayka, R. S., & Suriansyah, A. (2023). Mengembangkan Aspek Motorik Halus Anak Menggunakan Model Project Based Learning, Metode Demonstrasi, dan Media Kertas Origami. Gawi: Journal of Action Research, 3(2 SE-Articles), 42–50. https://doi.org/10.59329/gawi.v3i2.179

Aisyah, S., Sholeh, M., Lestari, I. B., Yanti, L. D., Nuraini, N., Mayangsari, P., & Mukti, R. A. (2024). Peran Penggunaan Teknologi dalam Pembelajaran IPS di Era Digital. Jurnal Inovasi, Evaluasi Dan Pengembangan Pembelajaran (JIEPP), 4(1), 44–52. https://doi.org/10.54371/jiepp.v4i1.382

Alanur, S. N., Jamaludin, J., & Amus, S. (2023). Analisis Profil Pelajar Pancasila Dalam Buku Teks Pendidikan Pancasila dan Kewarganegaraan Kurikulum Merdeka. Jurnal Pendidikan Kewarganegaraan, 7(1), 179–190. https://doi.org/10.31571/jpkn.v7i1.5787

Alanur, S. N., Nawing, K., Septiwiharti, D., Syuaib, D., & Jamaludin, J. (2022). Pengembangan Bahan Ajar PPKn Bermuatan Nilai Profil Pelajar Pancasila sebagai Penguatan Karakter Kewarganegaraan Siswa. Jurnal Pendidikan Kewarganegaraan, 12(2), 107. https://doi.org/10.20527/kewarganegaraan.v12i2.15281

Awalliyah, N., Rahma, B. & Sofiani, I. K. (2025). Literacy and Numeracy Development: A Comparative Study Between Indonesia and Australia. Responsive: Jurnal Manajemen Pendidikan Islam, 1(2 SE-Articles), 131–144. https://doi.org/10.61166/responsive.v1i2.14

Anugrah, A., & Rahmat, R. (2024). Pendidikan Karakter dalam Perspektif Kurikulum Pendidikan Pancasila dan Kewarganegaraan (PPKn). Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 4(1), 22–34. https://doi.org/10.53299/jppi.v4i1.403

Astiya, A., Alanur, S. N., Hasdin, H., Amus, S., Sukmawati, S., & Makmur, W. (2026). Pengembangan Modul Pembelajaran Digital untuk Meningkatkan Keaktifan Belajar Peserta Didik Pada Mata Pelajaran Pendidikan Pancasila. Jurnal Inovasi Pendidikan Dan Teknologi Informasi (JIPTI), 7(1), 119–130. https://doi.org/10.52060/39z46598

Aqmarina, A. N., Maharani, E., Caprino, L. H., Anggraeni, F. A. A., Pangestu, D. B., & Aeni, K. (2025). Analisis Faktor Rendahnya Motivasi Belajar dan Implementasi Pembelajaran Pendidikan Pancasila Siswa Kelas IV SDN Purwyoso 04 Kota Semarang. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 11(04 SE-Articles), 239–257. https://doi.org/10.36989/didaktik.v11i04.9592

Ceh, S. M., & Lebuda, I. (2022). A Black Mirror of Bright Ideas: Could Media Educate towards Positive Creativity? Education Sciences, 12(6). https://doi.org/10.3390/educsci12060402

Dayantri, M. N. & Nasution, M. I. P. (2024). Membangun Fondasi Bangsa yang Cerdas Melalui Gerakan Literasi Nasional. El-Mujtama: Jurnal Pengabdian Masyarakat , 4(4 SE-Articles), 2060–2076. https://doi.org/10.47467/elmujtama.v4i4.3746

Geiger, V., & Schmid, M. (2024). A critical turn in numeracy education and practice. Frontiers in Education, Volume 9-. https://doi.org/10.3389/feduc.2024.1363566

Hilberg, P. R. (2023). Technology-Enhanced Presentations in Large Classrooms : Effects on Adult Academic Achievement and Computer Attitudes. https://doi.org/10.15760/etd.3603

Husni, M., Sumardjoko, B., & Darsinah, D. (2021). Computer Game-Based Learning Media as a Strategy to Increase Students’ Motivation Learning. At-Taqaddum, 13(1 SE-Articles), 85–102. https://doi.org/10.21580/at.v13i1.8337

Ismaizam, N. M., Fatimah, S., Rahman, A., Nurcamelia, S., Ahmad, S. M., Intan, N., Mohd, I., Alya, N. A., Ali, N. A., Fiza, N., Mohamad, B., Nor, S., Mohamad, A., Arif, A., Rahim, A., Abdul, K. K., Mohammed, A., & Aldaba, A. (2022). An Integration of Game-based Learning in a Classroom : An Overview ( 2016 - 2021 ). International Journal of Academic Research in Progressive Education and Development, 1(1), 1207–1221. https://doi.org/10.6007/IJARPED/v11-i1/12347

Jamaludin, J., Alanur, S. N., Sukmawati, S., Makmur, W., & Nasran, N. (2024). Penerapan Aplikasi Mentimeter : Media Pembelajaran Digital Untuk Penguatan Nilai Karakter Pelajar Pancasila. Jurnal Moral Kemasyarakatan, 9(2), 216–224. https://doi.org/10.21067/jmk.v9i1.10233

Jamaludin, J., Alanur, S. N., Rahman, A., Hasdin, H., Judijanto, L., & Saefudin, A. (2025). Augmented Reality as a Cultural Bridge: Promoting Pancasila Values through Local Wisdom and AR-Based Learning Media. International Journal of Society, Culture, & Language. https://doi.org/10.22034/ijscl.2025.2064971.4113

Junaidi, J., & Pramestie, W. N. (2024). Usability Media Pembelajaran Geometri Berbasis GeoGebra untuk Meningkatkan Kemampuan Numerasi Mahasiswa. Mandalika Mathematics and Educations Journal, 6(1 SE-Articles), 293–303. https://doi.org/10.29303/jm.v6i1.7249

Kizi, R. G. A. (2025). Technology for developing the creative potential of future teachers. Multidisciplinary Journal of Science and Technology, 5(4). https://doi.org/10.5281/zenodo.15226828

Kurniawati, E. (2021). Penerapan Media Pembelajaran Berbasis Permainan Monopoli Untuk Meningkatkan Prestasi Belajar PPKn. Pedagogi : Jurnal Pendidikan Dan Pembelajaran, 1(1), 1–5. https://doi.org/10.56393/pedagogi.v1i1.74

Leal Ramirez, S. (2025). El Número 123 – Un Análisis Interdisciplinario desde la Educación Matemática, la Historia, la Cognición Numérica y las Dimensiones Místicas y Esotéricas. GeoGebra y Funciones: Construyendo Conocimiento Significativo En Comunidad. https://doi.org/10.5281/zenodo.16989500

Lestari, A. C., & Annizar, A. M. (2020). Proses Berpikir Kritis Siswa dalam Menyelesaikan Masalah PISA Ditinjau dari Kemampuan Berpikir Komputasi. Jurnal Kiprah, 8(1). https://doi.org/10.31629/kiprah.v8i1.2063

Lie, C., Gonzales, S., & Martinez, I. (2025). Experience-Based Learning Model to Increase Student Creativity. Al-Hijr: Journal of Adulearn World, 3(4 SE-Articles), 494–504. https://doi.org/10.55849/alhijr.v3i4.854

Mardin, H., Mamu, H. D., Alanur, S. N., Natsir, N., Nuraisyiah, N., Husain, I. H., Mustaqimah, N., Rusdi, W. K., Nurjannah, N., Subur, H., Khasanah, U., Hasyim, S. H., Azis, F., & Nurwahida, N. (2025). Perkembangan Peserta Didik. Penerbit Tahta Media, SE-Articles. https://tahtamedia.co.id/index.php/issj/article/view/1388

Naura, A., Meysha Laksmi, A., Tri Widodo, S., & Kharisa Nurul, T. (2025). Dampak Pemanfaatan Media dan Metode Pembelajaran terhadap Keaktifan Siswa dalam Pembelajaran Pendidikan Pancasila di SDN Jatisari. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 11(04 SE-Articles), 249–259. https://doi.org/10.36989/didaktik.v11i04.9893

Nsiangani, K. (2023). Early Childhood Math Learning Through Mandombe: A New Paradigm. CENA Journal International de La Recherche Scientifique, 14. https://doi.org/10.5281/zenodo.17495981

Nurbayanni, A., Ratnika, D., Waspada, I., & Dahlan, D. (2023). Pemanfaatan Media Dan Teknologi Di Lingkungan Belajar Abad 21. Jurnal Sosial Humaniora Sigli, 6(1), 183–189. https://doi.org/10.47647/jsh.v6i1.1499

Pillai, R., & Singh, S. (2024). The Impact of Experiential Learning on Student Creativity : A Comparative Study. International Journal for Multidisciplinary Research (IJFMR), 6(3), 1–3. https://doi.org/10.36948/ijfmr.2024.v06i03.20156

Rahmatullah, M., Zakiati, E., Hamidah, H., & Ratumbuysang, M. F. N. G. (2023). Penerapan Model Problem Based Learning dengan Bantuan Media Google Site Untuk Meningkatkan Kualitas Hasil Belajar Peserta Didik . Gawi: Journal of Action Research, 3(2 SE-Articles), 81–88. https://doi.org/10.59329/gawi.v3i2.153

Ramadhani, G. S., Marsisae, N. T. N., & Farhurohman, O. (2025). Peran Media Puzzle Dalam Pembelajaran Pendidikan Pancasila Di Sekolah Dasar. JEMARI (Jurnal Edukasi Madrasah Ibtidaiyah), 7(2), 151–159. https://doi.org/10.30599/9kt23e75

Siti, I., Azzahra, S., Sobari, T., & Suhara, A. M. (2022). Penerapan Metode Game Based Learning Berbantuan Gather Town dalam Mata Kuliah Pembelajaran. Parole (Jurnal Pendidikan Bahasa Dan Sastra Indonesia), 5(6), 383–392. https://doi.org/10.22460/parole.v5i6.10744

Skurka, C., Troy, C., Cui, Z., & Zúñiga, H. G. de. (2023). Efficacy Constructs in Media Use and Effects: Organizing and Appraising the Literature. Annals of the International Communication Association, 47(1), 114–149. https://doi.org/10.1080/23808985.2022.2142150

Sripatmi, S., Sridana, N., Arjudin, A., & Junaidi, J. (2025). Studi Kasus: Media Pembelajaran Interaktif dalam Meningkatkan Kemampuan Numerasi Siswa dengan Integrasi GeoGebra dan Website. Mandalika Mathematics and Educations Journal, 7(1 SE-Articles), 179–203. https://doi.org/10.29303/jm.v7i1.7898

Sukmawati, Goo, Y. A., Amus, S., Alanur, S. N., & Septiwiharti, D. (2024). Peningkatan Kemampuan Belajar Siswa Abad 21 Melalui Keterampilan 4C. An Nafi’: Multidisciplinary Science, 1(2), 12–27. https://doi.org/10.70610/annafi.v1i02.367

Surbakti, R. T. (2025). The role of game-based learning in enhancing student learning motivation. International Journal of Science and Research Archive, 15(1). https://doi.org/10.5281/zenodo.17110234

Thi, L. D. (2025). Game-Based Learning in Improving Student Engagement. International Journal of Research And Innovation in Social Science (IJRISS), IX(V), 5116–5123. https://doi.org/10.47772/IJRISS

Tolentino, L. J. H., Tecson Jr., B. C., Nojadera, C. J. M., Cunanan, S. L. R., Garcia, G. B. G., & Gallardo, B. O. (2024). Exploring Grade 9 Students’ Perspectives on Game-Based Learning in Social Studies. International Journal of Humanities and Education Development (IJHED), 6(6 SE-Articles), 7–16. https://doi.org/10.22161/jhed.6.6.2

Yogi, A. S., Pahriyah, S., Ani, S. I., Japar, M., & Kardiman, Y. (2025). Inovasi Pembelajaran Pkn Di Era Digital Dengan Pemanfaatan Teknologi Dalam Meningkatkan Motivasi Dan Minat Belajar Siswa. SOCIAL : Jurnal Inovasi Pendidikan IPS, 5(2), 484–494. https://doi.org/10.51878/social.v5i2.5725

Yuldashov, S. (2025). Digital Media Tools in Shaping Pedagogical Competence of Pre-Service Teachers. Zenodo. https://doi.org/10.5281/zenodo.17528884

Yuniarti, C., & Setyarsih, W. (2025). Perbedaan Kemampuan Literasi Numerasi Peserta Didik SMA Melalui Problem Based Learning dan Inkuiri Terbimbing. Inovasi Pendidikan Fisika, 14(03), 41–48. https://ejournal.unesa.ac.id/index.php/inovasi-pendidikan-fisika/article/view/71884

Downloads

Published

10-10-2026

How to Cite

Alanur, S. N., Jamaludin, Amus, S., Hasdin, & Nasran. (2026). Garuda Numeracy Fun: Game-Based Learning Media for Pancasila Education. Gawi: Journal of Action Research, 6(2), 335–345. https://doi.org/10.59329/gawi.v6i2.316

Issue

Section

Articles