Penggunaan Game Edukatif Digital dalam Meningkatkan Minat Belajar Sejarah Siswa
DOI:
https://doi.org/10.31539/2knh6x07Abstract
This study aims to determine the use of digital educational games in increasing students' interest in learning history at SMA Negeri 1 Tuntang. This study uses a descriptive qualitative approach with data collection techniques through observation, interviews, and documentation during the learning process. The results of the study indicate that the use of digital educational games can create a more enjoyable learning atmosphere, increase active student participation, and foster enthusiasm in understanding historical material. In addition, students showed higher engagement through discussions, collaboration, and responses to challenges presented in the game. Thus, digital educational games can be an effective alternative learning media to increase interest in learning history while supporting innovative and student-centered learning. The conclusion of this study shows that digital educational games can be an effective learning innovation in increasing students' interest in learning history and supporting the creation of more participatory and relevant learning with technological developments in the digital era.
Keywords: Digital Educational Games, History Learning, Learning Innovation Learning Interest.
References
A’ini, N., & Yustiana, S. (2025). Penerapan Game Based Learning dalam Meningkatkan Keterampilan Berpikir Siswa pada Pembelajaran Abad Ke-21. Jurnal Pendidikan Inovatif, 9(1), 45–56.
Adidaya, G., Rejekiningsih, T., Winarno, W. (2025) Pengaruh Game based learning Berbasis Zep Quiz Terhadap Kemampuan Berpikir Kritis Pada Pendidikan Pancasila Materi UUD 1945. Al-Zayn: Jurnal Ilmu Sosial & Hukum. 4(1). 3991–4001. https://doi.org/10.61104/alz.v4i1.%203738
Aini, F. Q., Nurul Kholishah Shabirah, Za’im Zulfikri Raihan, & Bakti Fatwa Anbiya. (2025). Media Digital Berbasis Game Edukatif Kahoot Untuk Mendorong Motivasi Belajar Peserta Didik. Journal of Learning Technology and Innovation, 1(1), 41-50. https://doi.org/10.64850/jolti.v1i1.103
Andika, A. Y., Humaira, N. H., Putri, N. A. S., Aqfazaro, R. Z. (2025). Efektivitas Gamifikasi Quizizz Untuk Meningkatkan Motivasi Belajar Sejarah Siswa SMA N 1 Baso. (2025). Liberosis: Jurnal Psikologi Dan Bimbingan Konseling. 12(2). 11-20. https://cibangsa.com/index.php/liberosis/article/view/924
Ayunityas, . S., Amin, S., & Aldila, T. H. (2025). Penerapan Media Wordwall Pada Game Based Learning Untuk Meningkatkan Motivasi Siswa Dalam Pembelajaran Sejarah Di SMA Negeri 1 Tuntang. Jurnal Kajian Ilmu Pendidikan (JKIP), 6(3), 888-900. https://doi.org/10.55583/jkip.v6i3.1435
Fauzan, R., Nizami, S. A., Trihadi, F., Syarif, A., Putri, A., Fahmi, A. N. (2025). Pengembangan Media Pembelajaran Berbasis Gamifikasi pada Materi Sejarah Kebudayaan Islam Kelas 10 SMA. AEJ: Advances In Education Journal. 2(3). 1945-1957. https://journal.al-afif.org/index.php/aej/article/view/661/541
Fauziah, N. (2025). Media Pembelajaran Berbasis Permainan dan Relevansinya dengan Karakteristik Generasi Digital. Jurnal Pendidikan Moder., 10(1). 33-41.
Hasimah. (2023). Pengembangan Media Pembelajaran Interaktif untuk Meningkatkan Partisipasi Belajar Murid. Jurnal Inovasi Pendidikan. 7(3). 201–210.
Ihsan, A., Yuniarti, R. ., & Ilyas, R. (2025). Pengembangan Aplikasi Multimedia untuk Edukasi Sejarah pada Zaman Megalitikum Di Indonesia pada Platform Mobile. Jurnal Algoritma, 22(2), 495–506. https://doi.org/10.33364/algoritma/v.22-2.2522
Isaleha, I., Nurasiah, N., & Iswanto, S. (2021). Efektivitas Penggunaan Srategi Pembelajaran Aktif Tipe Peer Lesson terhadap Keaktifan Belajar Sejarah Siswa Kelas XI SMA Negeri 10 Aceh Barat Daya. Riwayat: Educational Journal of History and Humanities. 4(2). 96–105. https://doi.org/10.24815/jr.v4i2.21696
Mao, S., Li, Y., & Chen, H. (2022). The effects of game-based learning on students’ critical thinking skills: A meta-analysis. Educational Research Review. 36. 100453. https://doi.org/10.1177/07356331211007098
Nainggolan, E., Simaremare, J. A., & Sianturi, M. F. (2026). Pengaruh Game Edukatif Berbasis Wordwall Terhadap Kemampuan Menulis Teks Cerpen Siswa Kelas XI SMA Negeri 10 Medan. Jurnal Kajian Ilmu Pendidikan (JKIP), 7(3), 1321-1337. https://doi.org/10.55583/jkip.v7i3.2192
Tampubolon, M. R. (2024). Meningkatkan Minat dan Keaktifan Belajar Peserta Didik Pada Pelajaran Sejarah Melalui Penerapan Pembelajaran Teams Games Tournament (TGT) dengan Media Teka-Teki Silang di Kelas X-12 SMA Negeri 3 Medan. Alacrity: Journal of Education. 4(1). 86-96. https://doi.org/10.52121/alacrity.v4i1.246
Ummah, S., & Nuraida. (2021). Pengaruh Game Based Learning terhadap Kemampuan Berpikir Kritis dan Prestasi Belajar Murid SMA. 5(2), 134–142.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Muhammad Miftachul Darojat, Romadi

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

