Transformasi Pembelajaran Pendidikan Pancasila Melalui Gamifikasi Interaktif dalam Meningkatkan Partisipasi Aktif Siswa
DOI:
https://doi.org/10.24269/jpk.v12i1.13782Abstract
This study aims to examine the transformation of Civic Education learning through interactive gamification to enhance students’ active participation. The main issue addressed is the low engagement of students in conventional PaCE learning. A qualitative case study was conducted at Celaket 21 Catholic Junior High School Malang using classroom observation, semi-structured interviews, and document analysis. The proposed solution involves integrating digital tools such as Quizizz, Mentimeter, Wordwall, and Canva into a discovery learning model. The findings reveal that gamification significantly increases student motivation, fosters a more interactive classroom atmosphere, and strengthens the internalization of Pancasila values. The study also highlights the importance of digital pedagogical literacy and institutional support for sustaining educational innovation. It concludes that gamification is a transformative approach aligned with the characteristics of the digital generation and effective in creating a dynamic and participatory learning environment.
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Copyright (c) 2026 Yohana Estenita Nolen, Didik Iswahyudi, Romadhon

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

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






