Implementation of Game Based Learning in Supporting Students' Concept Understanding at SMP Muhammadiyah 18 Surabaya
Abstract
In this digital era, students generally like fun and creative things. The use of games as a learning tool not only improves conceptual understanding but also strengthens practical skills needed in the real world. In this context, GBL encourages students to learn through experimentation, reflection, and active interaction with the subject matter. This study examines the application of Game-Based Learning (GBL) to improve students' conceptual understanding at SMP Muhammadiyah 18 Surabaya. Using a qualitative method based on case studies, this study identified the impact of GBL on learning outcomes through observation, interviews with teachers and students, and documentation analysis. The results showed that GBL significantly increased students' motivation, participation, and conceptual understanding. In implementation, the use of platforms such as Kahoot facilitates an interactive and fun learning process. Challenges faced include limited resources and the need for teacher training to integrate GBL effectively. Thus, GBL is proven to be an innovative approach that not only strengthens students' cognitive skills but also develops social and collaborative abilities. This study provides insight into the potential of GBL in improving the quality of education through technology-based learning.
Keywords
Full Text:
PDFReferences
Hermawan, W. (2024). Sosialisasi Pemanfaatan Game Base Learning (GBL) Dalam Pembelajaran Di SMP N 2 Ngronggot. Communnity Development Journal, 5(1), 1263–1269.
Hidayat, M. S., & Hamidi, M. F. (2023). Meningkatkan Hasil Belajar Peserta Didik Dengan Model Game Based Learning Untuk Kelas X-E7 Sman 5 Surakarta Semester Ganjil Tahun 2023/2024. Geadidaktika, 3(2), 219. https://doi.org/10.20961/gea.v3i2.78775
Irwandi Andi. (2024). Efektivitas Metode Pembelajaran Berbasis Permainan Dalam Meningkatkan Keterampilan Sosial Siswa Sd Inpres Pa’Baeng-Baeng Kota Makassar. Jurnal Review Pendidikan Dan Pengajaran, 7, 5796–5801.
Kurniati, S., Khasanah, F. N., & Mufid, M. (2023). Implementasi strategi games based learning ( GBL ) dalam pembelajaran SKI di mi al- islamiyah gandekan bantul implementation of games-based learning ( GBL ) strategy in SKI learning at mi al-islamiyah gandekan bantul. Journal of Elementary Educational Research, 3(1), 12–20. http://ejournal.iain-manado.ac.id/index.php/jeer
Permana, N. S. (2020). Game-Based Learning sebagai Salah Satu Solusi dan Inovasi Pembelajaran bagi Generasi Digital Native. Pendidikan Agama Katolik (JPAK), 9(2), 110. https://doi.org/10.12681/edusc.3109
Riza, M., & Jurusan Bimbingan dan Konseling, S. (2014). Meningkatkan Kematangan Emosi Melalui Layanan Penguasaan Konten dengan Teknik Bermain (Games). Indonesian Journal of Guidance and Counseling: Theory and Application 3(1), 29–36. http://journal.unnes.ac.id/sju/index.php/jbk
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A. & Adipat, B. (2021). Melibatkan siswa dalam proses pembelajaran dengan pembelajaran berbasis permainan: Konsep dasar. Jurnal Internasional Teknologi dalam 65 Pendidikan (IJTE), 4(3), 542-552. https://doi.org/10.46328/ijte.169.
Anjani,K.D., Fatchan,A & Amirudin,A. (2016). Pengaruh Pembelajaran Berbasis Turnamen Dan Games Terhadap Motivasi Belajar Siswa. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan,1(9), 1787-1790.
Nastiti, A., & Syaifudin, M. (2020). Pemahaman Konsep dalam Pembelajaran Matematika. Diakses dari https://digilibadmin.unismuh.ac.id/upload/38090-Full_Text.pdf
Anggraeni, R., & Herdiman, A. (2018). Analisis Kemampuan Pemahaman Konsep Matematis Berdasarkan Gender pada Materi Sistem Persamaan Linear Dua Variabel (SPLDV) di MTs Az-Zahra Parongpong. Jurnal Pendidikan Matematika Indonesia, 3(2). Diakses dari https://journal.ikipsiliwangi.ac.id/index.php/jpmi/article/view/18750/5834
Medcom.id. (2021). Guru Ini Manfaat Memberikan Umpan Balik pada Siswa Selama Belajar. Diakses dari https://www.medcom.id/pendidikan/cerita-guru/RkjeXLwb-guru-ini-manfaat-memberikan-umpan-balik-pada-siswa-selama-belajar
Thamrin Journal of Integrated Health Science. (2022). Effectiveness of Feedback in Clinical and Laboratory Practice Learning. Thamrin Journal of Integrated Health Science. Diakses dari https://journal.thamrin.ac.id/index.php/jipmht/article/download/1739/2197/8572
Cahyono, H., Patimah, S., Subandi, S., & Makbulloh, D. (2023). Dinamika Tim Kerja dalam Organisasi Pendidikan: Faktor-Faktor yang Mempengaruhi Kolaborasi dan Kinerja. Jurnal Profetik, 4(1). Diakses dari https://scholar.ummetro.ac.id/index.php/profetik/article/view/5032
Hasni, W., & Jamilus. (2024). Kolaborasi Cerdas: Mengoptimalkan Pendidikan Melalui Kerja Tim. Indo-MathEdu Intellectuals Journal, 5(2), 2550-2559. Diakses dari https://ejournal.indo-intellectual.id/index.php/imeij/article/download/1083/653/8158
Sampoerna Academy. (n.d.). Game Based Learning: Metode Pembelajaran yang Menyenangkan. Diakses dari https://www.sampoernaacademy.sch.id/news/game-based-learning-metode-pembelajaran-yang-menyenangkan
BINUS University. (2021). Game Based Learning: Teknik Pembelajaran Menggunakan Aspek Game. Diakses dari https://socs.binus.ac.id/2021/11/16/game-based-learning-teknik-pembelajaran-menggunakan-aspek-game/
DOI: http://dx.doi.org/10.35931/aq.v19i4.4708
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Akmal Sabilie, Shokhibul Arifin, Moch. Charis Hidayat

This work is licensed under a Creative Commons Attribution 4.0 International License.
Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan
index by:
Publish by:
Sekolah Tinggi Ilmu Al-Qur'an Amuntai
Contact us:
Address: Jl. Rakha Pakapuran, Amuntai Utara
Kabupaten : Hulu Sungai Utara
Kode Pos : 71471
Provinsi : Kalimantan Selatan
Telephone : 085251613000
Email: hafizhihusinsungkar@gmail.com
This work is licensed under a Creative Commons Attribution 4.0 International License