Implementation of Game-Based Learning Methods to Improve the Learning Activities of 10th Grade Students in Sociology Classes at Baiturahmah High School, Padang
Abstract
This study was motivated by the low level of learning activity among tenth-grade students in Sociology classes at SMA Baiturahmah Padang. The purpose of this research was to implement a game-based learning method (Game-Based Learning) to improve students’ learning activities. The research employed a Classroom Action Research (CAR) approach following John Elliot’s model, which consists of four stages: (1) Planning, (2) Action, (3) Observation, and (4) Reflection. The data were collected through observations of students’ learning activities and assessments based on five indicators: listening, reading, writing, discussion, and participation. The data were analyzed using descriptive qualitative and quantitative techniques, including percentage calculations and mean scores to measure the improvement of students’ learning activities in each cycle. … The study was conducted in two cycles. The results showed a significant improvement in every aspect of students’ learning activities. Listening activities, which were initially at a moderate level, showed a notable increase in the second cycle. Reading skills also improved substantially following the implementation of the game-based learning method. Writing activities exhibited the greatest improvement among all indicators, indicating that this method effectively motivated students to take more active notes and write during the lessons. Class discussions became more dynamic, showing a marked increase in participation among students who were previously passive. Similarly, overall classroom participation increased considerably in the second cycle. In general, students’ learning activities improved from a moderate to a high level after the application of the Game-Based Learning method. In conclusion, the implementation of the Game-Based Learning method in Sociology learning proved effective in enhancing the learning activity of tenth-grade students at SMA Baiturahmah Padang, as it successfully fostered enthusiasm and motivation to learn students who were once mostly silent began to actively speak and participate in the learning process.
Keywords
Full Text:
DOWNLOAD [PDF]References
Alam, A. (2022). A Digital Game based Learning Approach for Effective Curriculum Transaction for Teaching-Learning of Artificial Intelligence and Machine Learning. 2022 International Conference on Sustainable Computing and Data Communication Systems (ICSCDS), 69–74. https://doi.org/10.1109/ICSCDS53736.2022.9760932
Alamin, R. Y., Zulaikha, E., & Gunarta, I. K. (2022). Board Game as Financial Literacy Education Media for Indonesian High School Students. 2022 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM), 0022–0026. https://doi.org/10.1109/IEEM55944.2022.9989646
Al‐Osaimi, D. N. (2024). The impact of digital learning on Saudi nursing students’ engagement: A qualitative study. Nursing Open, 11(8). https://doi.org/10.1002/nop2.2188
Al-Rafayah, A. A. (2023). The effectiveness of the flipped learning strategy in developing the critical thinking and accounting skills of commercial technical secondary school students. Perspectives of Science and Education, 66(6), 107–126. https://doi.org/10.32744/pse.2023.6.6
Ávila García, G., Suárez Téllez, L., Ramírez Díaz, M. H., & Horta Rangel, F. A. (2026). Teacher Professional Development: A Workshop Proposal for High School–University Collaboration Using Technology and AI. Education Sciences, 16(1), 153. https://doi.org/10.3390/educsci16010153
Bal, M., & Öztürk, E. (2025). The potential of deep learning in improving K‐12 students’ writing skills: A systematic review. British Educational Research Journal, 51(3), 1295–1312. https://doi.org/10.1002/berj.4120
Boonchai, S., & Boonchai, R. (2025). Integrating Gamification and Flipped Classroom Strategies in Medical Education: A Classroom Action Research on Lower Urinary Tract Symptoms. MedEdPORTAL. https://doi.org/10.15766/mep_2374-8265.11554
Chotiratanapinun, T., & Suppipat, S. (2022). Games and Gamification in Sustainability Learning (pp. 241–270). https://doi.org/10.4018/978-1-6684-4287-6.ch013
Chowdhury, M., Dixon, L., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160. https://doi.org/10.1016/j.caeo.2024.100160
D’Olimpio, L., Gatley, J., & Wareham, R. (2025). Philosophy of Education. Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-86474-2
Enrico, A., Wijaya, A. K., Sutjianto, F. J., & Juarto, B. (2024). Analysis of Flutter Mobile Game Implementation with Flame Library in Indonesian History Education for Students. 2024 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS), 21–26. https://doi.org/10.1109/ICIMCIS63449.2024.10956369
Fredricks, J. A., Filsecker, M., & Lawson, M. A. (2016). Student engagement, context, and adjustment: Addressing definitional, measurement, and methodological issues. Learning and Instruction, 43, 1–4. https://doi.org/10.1016/j.learninstruc.2016.02.002
Glenn, M., Sullivan, B., Roche, M., & McDonagh, C. (2023). Action Research for the Classroom. Routledge. https://doi.org/10.4324/9781003288183
Hartati, H., Kusnanik, N. W., Hardiyono, B., & Yardinal, Y. (2022). Basic Locomotor Learning Model: New Approach Using Small Games Competition in Elementary School. Physical Education Theory and Methodology, 22(4), 537–543. https://doi.org/10.17309/tmfv.2022.4.12
Hierro, L. M., & Seller, E. P. (2020). Game-based learning as a social and educational tool in vulnerable community contexts. Prisma Social, (30), 88–114. https://www.scopus.com/pages/publications/85090187013
Hunter, R. F., Montes, F., Murray, J. M., Sanchez-Franco, S. C., Montgomery, S. C., Jaramillo, J., Tate, C., Kumar, R., Dunne, L., Ramalingam, A., Kimbrough, E. O., Krupka, E., Zhou, H., Moore, L., Bauld, L., Llorente, B., Sarmiento, O. L., & Kee, F. (2020). MECHANISMS Study: Using Game Theory to Assess the Effects of Social Norms and Social Networks on Adolescent Smoking in Schools—Study Protocol. Frontiers in Public Health, 8. https://doi.org/10.3389/fpubh.2020.00377
Issaee, A., Motschnig, R., & Goltl, K. (2022). Learning to program in secondary classrooms: Students’ and Teachers’ perceptions of the pair-programming setting. 2022 IEEE Frontiers in Education Conference (FIE), 1–9. https://doi.org/10.1109/FIE56618.2022.9962635
Jain, R., Joshi, R., Dwivedi, V., G, S. K., & Badami, V. (2022). Gamification for Teaching Sustainability to Engineering Students. 2022 IEEE Frontiers in Education Conference (FIE), 1–9. https://doi.org/10.1109/FIE56618.2022.9962626
Kamalodeen, V. J., Ramsawak-Jodha, N., Figaro-Henry, S., Jaggernauth, S. J., & Dedovets, Z. (2021). Designing gamification for geometry in elementary schools: insights from the designers. Smart Learning Environments, 8(1), 36. https://doi.org/10.1186/s40561-021-00181-8
Karakoç, B., Eryılmaz, K., Turan Özpolat, E., & Yıldırım, İ. (2022). The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study. Technology, Knowledge and Learning, 27(1), 207–222. https://doi.org/10.1007/s10758-020-09471-5
Kaur, K., & Beri, N. (2026). Metacognitive Skills And Student Engagement In Steam Higher Education: A Gender-Based Analysis. ShodhKosh: Journal of Visual and Performing Arts, 7(1), 110–117. https://doi.org/10.29121/shodhkosh.v7.i1.2026.7018
Kwangmuang, P., Jarutkamolpong, S., Sangboonraung, W., & Daungtod, S. (2021). The development of learning innovation to enhance higher order thinking skills for students in Thailand junior high schools. Heliyon, 7(6), e07309. https://doi.org/10.1016/j.heliyon.2021.e07309
Langford, Peter. (2005). Vygotsky’s developmental and educational psychology. Psychology Press. https://dindapermatasari.blog.uma.ac.id/wp-content/uploads/sites/643/2020/02/Vygotskys-Developmental-and-Educational-Psychology-PDFDrive.com-.pdf
Lu, H. (2024). Action Research as Practice-Led Research for Professional Development (pp. 179–200). https://doi.org/10.4018/979-8-3693-6376-8.ch007
Ma, Y. (2023). A Lenz into the predictive power of language teacher emotion regulation and self-evaluation on L2 grit, teaching style preferences, and work engagement: a case of Chinese EFL instructors. BMC Psychology, 11(1), 330. https://doi.org/10.1186/s40359-023-01356-3
Mar’atussolichah, M., Ibda, H., Al Hakim, M. F., Faizah, F., Aniqoh, A., & Mahsun, M. (2024). Benkangen game: Digital media in elementary school Indonesian language. Journal of Education and Learning (EduLearn), 18(2), 480–488. https://doi.org/10.11591/edulearn.v18i2.21091
Purba, J., Panggabean, F. T. M., & Sinaga, M. (2023). The development of online learning integrates media to measure high order thinking skill of students. 030031. https://doi.org/10.1063/5.0127567
Ram, R. (2022). Teaching with biosecurity content in the social sciences learning area: A Year 13 social science teacher’s experience. Waikato Journal of Education, 27(3), 143–157. https://doi.org/10.15663/wje.v27i3.878
Reid, E., Kolyová, M., & Steyne, L. M. (2026). From exclusion to engagement: Using didactic games in EFL education for socially disadvantaged Roma pupils. Issues in Educational Research, 36(1), 299–318. https://www.scopus.com/pages/publications/105034288381
Sarifah, I., Rohmaniar, A., Marini, A., Sagita, J., Nuraini, S., Safitri, D., Maksum, A., Suntari, Y., & Sudrajat, A. (2022). Development of Android Based Educational Games to Enhance Elementary School Student Interests in Learning Mathematics. International Journal of Interactive Mobile Technologies (IJIM), 16(18), 149–161. https://doi.org/10.3991/ijim.v16i18.32949
Slavin, R. E. . (2012). Educational psychology: theory and practice. Pearson.
Tesfaw, B. K., Ayele, M. A., & Wondimuneh, T. E. (2024). Context-based problem-posing and solving instructional approach and students’ engagement in learning data handling. Cogent Education, 11(1). https://doi.org/10.1080/2331186X.2024.2389486
Trütsch, J., Spieler, B., & Meyer-Baron, L. (2025). IMPACT: An Unplugged Board Game to Introduce Programming Concepts in Primary Education. European Conference on Games Based Learning, 19(2). https://doi.org/10.34190/ecgbl.19.2.3969
Vo, K., Sarkar, M., White, P. J., & Yuriev, E. (2025). Metacognitive problem solving: exploration of students’ perspectives through the lens of multi-dimensional engagement. Chemistry Education Research and Practice, 26(1), 141–157. https://doi.org/10.1039/D4RP00096J
Wang, M., & Zheng, X. (2021). Using Game-Based Learning to Support Learning Science: A Study with Middle School Students. The Asia-Pacific Education Researcher, 30(2), 167–176. https://doi.org/10.1007/s40299-020-00523-z
Wita, G., Saputra, H., Azmi, N., Hidayah, A., Mursal, I., Kartika, R., Elisa, E., Susilawati, N., Nurhasanah, ., & Rahman, H. (2024). Analysis Exploratory of Sociological Learning Process Based on Higher Order Thinking Skills for Sustainability Education. Proceedings of the 4th International Conference on Humanities Education, Law, and Social Science, 586–593. https://doi.org/10.5220/0013409000004654
Yang, J. C., & Chen, S. Y. (2020). An investigation of game behavior in the context of digital game-based learning: An individual difference perspective. Computers in Human Behavior, 112, 106432. https://doi.org/10.1016/j.chb.2020.106432
Zhang, H., Oliver, M., Littlejohn, A., & Henry, J. (2025). Expanding adaptive teacher expertise in higher education: using breakdowns and repairs to reinterpret teachers’ improvisation as a sociomaterial practice. Teaching and Teacher Education, 165, 105110. https://doi.org/10.1016/j.tate.2025.105110
Zhang, W., Guan, Y., & Hu, Z. (2024). The efficacy of project-based learning in enhancing computational thinking among students: A meta-analysis of 31 experiments and quasi-experiments. Education and Information Technologies, 29(11), 14513–14545. https://doi.org/10.1007/s10639-023-12392-2
DOI: https://doi.org/10.31764/ijeca.v9i2.38670
Refbacks
- There are currently no refbacks.
Copyright (c) 2026 Yenni Melia, Ahmad Hidayah, Felia Siska, Yanti Sri Wahyuni, Erningsih, Jamiah Nurul Husna, Makmur Harun

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
IJECA (International Journal of Education and Curriculum Application) already indexed:
___________________________________________________________________
| |
____________________________________________________________________
IJECA Publisher Office:






.jpg)




