Interactive Learning Media Innovation : The Role Of Education Games In Sharpening Students Problem Solving Skill
DOI:
https://doi.org/10.62872/djsda949Keywords:
Educational Games, Interactive Learning Media, Problem Solving SkillsAbstract
This study aims to examine the effectiveness of the application of interactive learning media based on educational games in developing students' problem solving skills. Using a descriptive qualitative approach, data was collected through structured interviews with teachers and students, as well as direct observation of learning activities in the classroom. The results showed that the application of educational games created a more interactive, challenging, and motivating learning atmosphere for students to think critically. During the learning process, students showed improvement in the ability to analyze problems, design alternative solutions, evaluate the results of decisions, and dare to take the initiative in solving various problem solving situations simulated through games. Teachers also noted the development of independent thinking, increased collaboration between students, and students' courage in expressing their opinions during the learning session. Educational games are proven to provide meaningful learning experiences through the application of the principles of constructivism, experiential learning, and gamification, which allow students to actively build understanding through direct involvement in problem solving. This research emphasizes that educational games have significant potential as interactive learning innovations that support the strengthening of problem solving competencies as one of the key skills in facing 21st century learning challenges
Downloads
References
Aini, N., Syarifudin, S., Mariamah, M., Diana, N., & Muslim, M. (2025). Penerapan Media Memory Game untuk Meningkatkan Minat dan Hasil Belajar Matematika Materi Bangun Datar Siswa Kelas IV. JagoMIPA: Jurnal Pendidikan Matematika dan IPA, 5(2), 610-622. https://doi.org/10.53299/jagomipa.v5i2.1736
Anthony, G. (2021). Active learning in a constructivist framework. Educational studies in mathematics, 31(4), 349-369. https://doi.org/10.1007/bf00369153
Aulia, H., Hafeez, M., Mashwani, H. U., Careemdeen, J. D., Mirzapour, M., & Syaharuddin, S. (2024, March). The role of interactive learning media in enhancing student engagement and academic achievement. In Proceeding of International Seminar On Student Research In Education, Science, and Technology (Vol. 1, pp. 57-67). https://doi.org/10.58806/ijirme.2024.v3i11n05
Banawi, A. (2020). Implementasi pendekatan saintifik pada sintaks discovery/inquiry learning, based learning, project based learning. BIOSEL (Biology Science and Education): Jurnal Penelitian Science dan Pendidikan, 8(1), 90-100. https://doi.org/10.33477/bs.v8i1.850
Choirudin, C., Lubis, M., & Masuwd, M. A. (2025). Enhancing High School Students' Mathematical Problem-Solving Skills through Interactive Media: A Classroom Action Research Approach. Journal of Teaching and Learning Mathematics, 2(2), 104-121. https://doi.org/10.22219/jtlm.v2i2.31685
Connolly, T., & Stansfield, M. (2020). Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems. Journal of Information Technology Education: Research, 5(1), 459-476. https://doi.org/10.28945/259
Dahlin, B., & Watkins, D. (2020). The role of repetition in the processes of memorising and understanding: A comparison of the views of German and Chinese secondary school students in Hong Kong. British Journal of Educational Psychology, 70(1), 65-84. https://doi.org/10.1348/000709900157976
De Freitas, S., & Oliver, M. (2020). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & education, 46(3), 249-264. https://doi.org/10.1016/j.compedu.2005.11.007
Facione, P. A. (2011). Critical thinking: What it is and why it counts. Insight assessment, 1(1), 1-23. https://doi.org/10.1163/9789004444591_016
Frøland, T. H., Heldal, I., Sjøholt, G., & Ersvær, E. (2020). Games on mobiles via web or virtual reality technologies: How to support learning for biomedical laboratory science education. Information, 11(4), 195. https://doi.org/10.3390/info11040195
Gregory, S., Reiners, T., Wood, L. C., Teräs, H., Teräs, M., & Henderson, M. (2020). Gamification and digital games-based learning in the classroom. Teaching and Digital Technologies: Big issues and critical questions, 127-141. https://doi.org/10.1017/cbo9781316091968.014
Gusty, S., Nurmiati, N., Muliana, M., Sulaiman, O. K., Ginantra, N. L. W. S. R., Manuhutu, M. A., ... & Warella, S. Y. (2020). Belajar Mandiri Pembelajaran Daring Di Tengah Pandemi ovid-19: Konsep, Strategi, Dampak Dan Tantangan. https://doi.org/10.51878/strategi.v1i1.287
Haryati, F. D., & Puspitaningrum, D. (2023). Implementasi ice breaking sebagai pematik motivasi belajar siswa dalam pembelajaran. Jurnal Al-Ilmi Jurnal Riset Pendidikan Islam, 4(1), 99-106. https://doi.org/10.47435/al-ilmi.v4i1.2133
Heriyanto, A., & Haryani, S. (2024). Pengembangan multimedia pembelajaran interaktif berbasis education game sebagai media pembelajaran kimia. Chemistry in Education, 3(1). https://doi.org/10.29303/cep.v7i2.6691
Hidayah, E. N., Rokhim, A. N. N., Listia, D., & Perdana, O. W. (2025). Analisis Penggunaan Media Spin The Wheel Wordwall dalam Peningkatan Kemampuan Berpikir Kritis Siswa Sekolah Dasar. WASPADA (Jurnal Wawasan Pengembangan Pendidikan), 13(1), 1-11. https://doi.org/10.61689/waspada.v13i1.731
Holbrey, C. E. (2020). Kahoot! Using a game-based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres. Technology, Pedagogy and Education, 29(2), 191-202. https://doi.org/10.1080/1475939x.2020.1737568
Husna, A., Ilmi, N., & Gusmaneli, G. (2025). Strategi Pembelajaran Berbasis Masalah dalam Meningkatkan Kemampuan Berpikir Kritis Peserta Didik. Katalis Pendidikan: Jurnal Ilmu Pendidikan Dan Matematika, 2(2), 76-86. https://doi.org/10.59031/jkppk.v2i2.401
Imam, A., Zaidi, S. S. Z., & Qureshi, A. A. (2023). Skill set required for 21st century student: Case study of university level student. Voyage Journal of Educational Studies, 3(2), 69-91. https://doi.org/10.58622/vjes.v3i2.47
Kanthan, R., & Senger, J. L. (2021). The impact of specially designed digital games-based learning in undergraduate pathology and medical education. Archives of pathology & laboratory medicine, 135(1), 135-142. https://doi.org/10.5858/2009-0698-oar1.1
Kim, B., Park, H., & Baek, Y. (2020). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800-810. https://doi.org/10.1016/j.compedu.2008.12.004
Laine, T. H. (2020). Mobile educational augmented reality games: A systematic literature review and two case studies. Computers, 7(1), 19. https://doi.org/10.3390/computers7010019
Lampropoulos, G., Anastasiadis, T., Siakas, K., & In, L. E. (202o, April). Digital game-based learning in education: Significance of motivating, engaging and interactive learning environments. In 24th International Conference on Software Process Improvement-Research into Education and Training (INSPIRE 2019) (pp. 117-127). https://doi.org/10.31695/ijasre.2018.33016
Mea, F. (2024). Peningkatan efektivitas pembelajaran melalui kreativitas dan inovasi guru dalam menciptakan kelas yang dinamis. Inculco Journal of Christian Education, 4(3), 252-275. https://doi.org/10.59404/ijce.v4i3.190
Mohd-Yusof, K., Phang, F. A., & Helmi, S. A. (2023). How to develop engineering students' problem solving skills using cooperative problem based learning (CPBL). QScience Proceedings, 2014(3), 30. https://doi.org/10.5339/qproc.2014.wcee2013.30
Mursid, R., & Yulia, E. (2020). Pengembangan pembelajaran dalam teknologi pendidikan di era ri 4.0. https://doi.org/10.24114/jtikp.v3i2.5013
Nousiainen, T., Kangas, M., Rikala, J., & Vesisenaho, M. (2020). Teacher competencies in game-based pedagogy. Teaching and teacher education, 74, 85-97. https://doi.org/10.1016/j.tate.2018.04.012
Nur, N. W. S., & Andriani, A. (2025). TANTANGAN GURU SEKOLAH DASAR DALAM PRAKTIK PEMBELAJARAN ABAD 21 PADA UNSUR KETERAMPILAN BERPIKIR KRITIS SISWA DIKELAS II SD N 2 KARANGANYAR PURBALINGGA. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(02), 312-325. https://doi.org/10.47134/pgsd.v1i2.138
Permana, B. S., Hazizah, L. A., & Herlambang, Y. T. (2024). Teknologi pendidikan: efektivitas penggunaan media pembelajaran berbasis teknologi di era digitalisasi. Khatulistiwa: Jurnal Pendidikan Dan Sosial Humaniora, 4(1), 19-28. https://doi.org/10.55606/khatulistiwa.v4i1.2702
Puspitarini, Y. D., & Hanif, M. (2020). Using learning media to increase learning motivation in elementary school. Anatolian Journal of Education, 4(2), 53-60. https://doi.org/10.29333/aje.2019.426
Putri, A. E. (2024). Penggunaan Media Pembelajaran Berbasis Digital dalam Pembelajaran Sejarah untuk Meningkatkan Minat Belajar Peserta Didik. JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah, 9(2), 533-540. https://doi.org/10.24815/jimps.v9i2.30523
Raharjo, D. (2020). Pembelajaran Berkarakteristik inovatif abad 21 pada materi kemandirian karir peserta didik dengan metode pembelajaran berbasis masalah (pbl) di SMK Negeri 1 Adiwerna Tegal. Cakrawala: Jurnal Pendidikan, 87-104. https://doi.org/10.24905/cakrawala.vi0.170
Rambe, A. Y. F., & Afri, L. D. (2020). Analisis kemampuan pemecahan masalah matematis siswa dalam menyelesaikan soal materi barisan dan deret. AXIOM: Jurnal Pendidikan Dan Matematika, 9(2), 175-187. https://doi.org/10.30821/axiom.v9i2.8069
Rogoff, B., Matusov, E., & White, C. (2020). Models of teaching and learning: Participation in a community of learners. The handbook of education and human development: New models of learning, teaching and schooling, 373-398. https://doi.org/10.1111/b.9780631211860.1998.00019.x
Romero, M., Usart, M., & Ott, M. (2025). Can serious games contribute to developing and sustaining 21st century skills?. Games and culture, 10(2), 148-177. https://doi.org/10.1177/1555412014548919
Saputri, D. Y., Rukayah, R. R., & Indriayu, M. I. (2020). Integrating game-based interactive media as instructional media: students’ response. Journal of Education and Learning (EduLearn), 12(4), 638-643. https://doi.org/10.11591/edulearn.v12i4.8290
Sari, Y., Ansya, Y. A. U., Alfianita, A., & Putri, P. A. (2023). Studi literatur: Upaya dan strategi meningkatkan motivasi belajar siswa kelas V sekolah dasar dalam pembelajaran bahasa dan sastra Indonesia. JGK (Jurnal Guru Kita), 8(1), 9-26. https://doi.org/10.24114/jgk.v8i1.53931
Sembiring, V., & Ndona, Y. (2025). Analisis Relevansi Pancasila Sebagai Ideologi Negara dalam Menjawab Tantangan Pergeseran Budaya Akibat Teknologi di Masa di Sekolah Dasar. MUDABBIR Journal Research and Education Studies, 5(1), 916-927. https://doi.org/10.52738/bti.v1i1.1
Setiawati, A., Pertiwi, C. M., & Hidayat, W. (2024). Kemampuan pemecahan masalah matematis, model problem based learning, platform book creator: Muatan pembelajaran inovatif abad 21 bagi siswa SMP. JPMI (Jurnal Pembelajaran Matematika Inovatif), 7(3), 555-566. https://doi.org/10.22460/jpmi.v1i4.p623-630
Shernoff, D. J. (2023). Optimal learning environments to promote student engagement. https://doi.org/10.1007/978-1-4614-7089-2_1
Sholeh, M. I., Habibulloh, M., Sokip, S., Syafi’i, A., Sahri, S., Nashihuddin, M., ... & Sulistyorini, S. (2025). IMPLEMENTASI EVALUASI PEMBELAJARAN PENDIDIKAN AGAMA ISLAM BERBASIS HIGHER ORDER THINKING SKILLS (HOTS). Al'Ulum Jurnal Pendidikan Islam, 12-26. https://doi.org/10.54090/alulum.639
Swandari, N., & Jemani, A. (2023). Pengembangan Soft Skill Peserta Didik melalui Perpustakaan Berbasis Inklusi Sosial (Studi di Madrasah Tsanawiyah Negeri 3 Jombang). LITERASI: Jurnal Pendidikan Guru Indonesia, 2(2), 127-147. https://doi.org/10.58218/literasi.v2i2.632
Trelease, R. B. (2020). From chalkboard, slides, and paper to e‐learning: How computing technologies have transformed anatomical sciences education. Anatomical sciences education, 9(6), 583-602. https://doi.org/10.1002/ase.1620
Troussas, C., Krouska, A., Mylonas, P., & Sgouropoulou, C. (2025). Personalized Instructional Strategy Adaptation Using TOPSIS: A Multi-Criteria Decision-Making Approach for Adaptive Learning Systems. Information, 16(5), 409. https://doi.org/10.3390/info16050409
Wang, W. S., Lin, C. J., Lee, H. Y., Huang, Y. M., & Wu, T. T. (2025). Integrating feedback mechanisms and ChatGPT for VR-based experiential learning: Impacts on reflective thinking and Aiot physical hands-on tasks. Interactive Learning Environments, 33(2), 1770-1787. https://doi.org/10.1080/10494820.2024.2375644
Yang, Y. T. C. (2022). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365-377. https://doi.org/10.1016/j.compedu.2012.01.012
Yusup, P. M., & Mastoah, I. (2025). Efektivitas Pembelajaran Ips Berbasis Game Edukasi Untuk Meningkatkan Keterlibatan Dan Berpikir Kritis Siswa. Didaktik: Jurnal Ilmiah PGSD STKIP Subang, 11(02), 231-247. https://doi.org/10.36989/didaktik.v4i1.64
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Chintani Sihombing, Nur Cahyani Kalil, Windhy Chrysty Tulung, Angelina Helda Semuruk (Author)

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






