GAME-BASED LEARNING IN ELEMENTARY IPAS: CHANGES IN STUDENTS’ LEARNING OUTCOMES AFTER THE JEOPARDY CLASS GAME
DOI:
https://doi.org/10.46773/jg69md26Keywords:
Game-Based Learning, Jeopardy Class Game, Learning OutcomesAbstract
This study examines changes in Grade IV students’ learning outcomes following the implementation of the Jeopardy Class Game in Ilmu Pengetahuan Alam dan Sosial (IPAS), particularly on the topic of changes in states of matter. The study aimed to compare students’ achievement before and after the intervention and describe their responses to the learning activity. A quantitative approach with a pre-experimental one-group pretest-posttest design was employed, involving 15 students at SDN Lombang Laok 2, Bangkalan, Indonesia. Data were collected through learning-outcome tests, a 15-item student-response questionnaire, classroom observations, and documentation. The data were analyzed using descriptive statistics, the Shapiro-Wilk normality test, a paired-samples t-test, and normalized gain (N-Gain). The findings showed that the mean learning-outcome score increased from 62.00 in the pretest to 73.20 in the posttest, representing an improvement of 11.20 points. Learning mastery also increased from 66.7% to 86.7%. The paired-samples t-test indicated a statistically significant difference between pretest and posttest scores, t(14) = 4.924, p < .001. However, the mean N-Gain of 0.324 indicated a moderate level of improvement. Student responses were highly positive, reaching 97.33%, particularly in motivation, participation, collaboration, and learning attractiveness. These findings suggest that the Jeopardy Class Game is a promising reinforcement strategy when integrated with teacher explanations, concrete experiments, and guided classroom discussions. Nevertheless, the small sample and absence of a control group limit causal interpretation. Further studies involving larger samples and comparison groups are needed to examine the effectiveness and generalizability of this approach.
References
Afandi, A., & Sayyi, A. (2023). Implementation of Merdeka Curriculum Based on Multicultural in Fiqh Learning: (Case Study at Madrasah Aliyah Darul Ulum II Middle Bujur Batumarmar Pamekasan). Syaikhuna: Jurnal Pendidikan Dan Pranata Islam, 14(02), 200–215. https://doi.org/10.58223/syaikhuna.v14i02.6994
Afandi, A., & Sayyi, A. (2025). Translating Islamic Educational Philosophy into Multicultural Educational Praxis: A Multi-Site Study of Islamic Higher Education in Madura, Indonesia. JPI: Jurnal Pustaka Indonesia, 5(2), 86-102. https://doi.org/10.62159/jpi.v5i2.2965
Arztmann, M., Hornstra, L., Jeuring, J., & Kester, L. (2023). Effects of games in STEM education: A meta-analysis on the moderating role of student background characteristics. Studies in Science Education, 59(1), 109–145. https://doi.org/10.1080/03057267.2022.2057732
Creswell, J. W., & Creswell, J. D. (2017). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. SAGE Publications.
Field, A. (2024). Discovering Statistics Using IBM SPSS Statistics. SAGE Publications.
Haris, A. B., Sayyi, A., & Ismail, I. (2026). Strengthening Religious Moderation through Islamic Religious Education Learning: Integrative Planning, Dialogical Instruction, and Continuous Evaluation. Jurnal Cendekia Media Komunikasi Penelitian Dan Pengembangan Pendidikan Islam, 18(01), 205–221. https://doi.org/10.37850/cendekia.v18i01.1290
Ismail, I., Takwil, M., Sayuti, A. F., Ridho, A., Sayyi, A., & Fauzi, A. (2025). THE SYNTHESIS OF TURATH AND MODERN INSTRUCTIONAL DESIGN: ENHANCING FIQH AL-MAWARITH MASTERY AT MAKTAB NUBDZAT AL-BAYAN. EDURELIGIA: Jurnal Pendidikan Agama Islam, 9(3), 425–439. https://doi.org/10.33650/edureligia.v9i3.11625
Koç, A., & Kanadlı, S. (2025). Effect of Interactive Learning Environments on Learning Outcomes in Science Education: A Network Meta-Analysis. Journal of Science Education and Technology, 34(4), 681–703. https://doi.org/10.1007/s10956-025-10202-7
Nuraini, N., Ibrahim, M. M., & Jamilah, J. (2022). Pengaruh Media Pembelajaran Jeopardy Game terhadap Aktivitas dan Hasil Belajar Peserta Didik. Bioscientist : Jurnal Ilmiah Biologi, 10(2), undefined-undefined. https://doi.org/10.33394/bioscientist.v10i2.4959
Sari, I. A. L. K., Agustiana, I. G. A. T., & Rati, N. W. (2023). Media Jeopardy Game Berbasis Powerpoint Untuk Muatan IPA di Sekolah Dasar. MIMBAR PGSD Undiksha, 11(1), 148–156. https://doi.org/10.23887/jjpgsd.v11i1.55037
Satyaningrum, R., Ihsan, M., & Daroini, S. (2024). Efektivitas Penggunaan Media Jeopardy Game dalam Evaluasi Maharah Qiraâ€TMah. Kalamuna: Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban, 5(2), 157–166. https://doi.org/10.52593/klm.05.2.03
Sayyi, A., Afandi, A., & Al-Manduriy, S. M. (2023). Tolerance Formation for Children in Multi-religious Families at Pamekasan Avalokitesvara Temple Complex: Multicultural Islamic Education Perspectives. Intelektual: Jurnal Pendidikan Dan Studi Keislaman, 13(2), 164–176. https://doi.org/10.33367/ji.v13i2.4020
Sayyi, A., Gaffar, A., & Nisak, S. (2023). Transformation Of Islamic Religious Education: An Analysis of The Implementation of the Independent Curriculum in Class VII SMPN 3 Pamekasan. Molang: Journal Islamic Education, 1(2), 9–18. https://doi.org/10.32806/jm.v1i2.634
Sayyi, A., Muslimin, A. A., Afandi, Fithriyah, I., Al-Manduriy, S. M., & Alanesi, A. S. H. G. (2025). Child-Friendly Education Model for Violence Prevention in Islamic Boarding Schools. Al-Hayat: Journal of Islamic Education, 9(4), 800–820. https://doi.org/10.35723/ajie.v9i4.187
Sayyi, A., & Rofiqi. (2024). Transformasi Pendidikan Islam: Moderasi Beragama Dalam Tradisi Pesantren Salaf Di Era Global. Akademika, 18(2), 56–70. https://doi.org/10.30736/adk.v18i2.2328
Sayyi, A., Subhan, M., Al-Manduriy, S. M., & Rofiqi, R. (2021). Management Model of Kitab Kuning Reading Acceleration Program at Mambaul Ulum Islamic Boarding School, Bira Timur Sampang. FIKROTUNA: Jurnal Pendidikan Dan Manajemen Islam, 10(1), 1–21. https://doi.org/10.32806/jf.v13i01.4788
Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023). A systematic literature review of teacher scaffolding in game-based learning in primary education. Educational Research Review, 40, 100546. https://doi.org/10.1016/j.edurev.2023.100546
Taber, K. S. (2018). The Use of Cronbach’s Alpha When Developing and Reporting Research Instruments in Science Education. Research in Science Education, 48(6), 1273–1296. https://doi.org/10.1007/s11165-016-9602-2
Uliah, R., Umar, U., Ramadhan, S., Maulana, I., & Setiawan, A. (2026). The Effect of the Student Teams Achievement Divisions (STAD) Learning Model through Jeopardy Game Media on Students’ Problem-Solving Abilities. Journal of Mathematics Science and Computer Education, 6(1), 187–199. https://doi.org/10.20527/jmscedu.v6i1.18582
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9(1), 26. https://doi.org/10.1186/s40594-022-00344-0
Westphale, S., Backhaus, J., & Koenig, S. (2022). Quantifying teaching quality in medical education: The impact of learning gain calculation. Medical Education, 56(3), 312–320. https://doi.org/10.1111/medu.14694
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Abd. Hamid, Yuliaya Alfiyantin

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

