Efektifitas Game Edukatif Digital untuk Meningkatkan Literasi dan Numerasi Siswa Sekolah Dasar: SLR

Authors

  • Trijoko Bagus Setyawan Universitas Islam Sultan Agung
  • Rida Fironika Kusumadewi Universitas Islam Sultan Agung
  • Imam Kusmaryono Universitas Islam Sultan Agung

DOI:

https://doi.org/10.35473/janacitta.v9i1.5020

Keywords:

Digital Educational Games, Game-Based Learning (GBL), Literacy, Numeracy, Systematic Literature Review

Abstract

This research is motivated by the urgent need for innovative interventions to improve literacy and numeracy in elementary school students. This study aims to (1) synthesize empirical evidence regarding the effectiveness of Game-Based Learning (GBL) on improving literacy and numeracy skills; (2) identify current research trends; and (3) formulate evidence-based instructional Design principles for the development of digital educational games. The method used is a Systematic Literature Review (SLR). The literature tracking process was carried out online using an indexed database with specific inclusion criteria (GBL, Literacy/Numeracy, Elementary School Students) in the publication period 2019–2023. After a rigorous screening process, 35 relevant articles were reviewed in depth. The data analysis technique was data extraction followed by thematic narrative synthesis. The results of the review indicate that GBL consistently produces significant positive impacts on the cognitive domain (mastery of procedural and conceptual knowledge in Literacy and Numeracy) and the affective domain (increased motivation, flow, and persistence). Specifically, GBL is efficacious in improving phonemic awareness (Literacy) and conceptual understanding of fractions (Numeracy). However, the most crucial finding is that GBL’s effectiveness depends heavily on the teacher’s pedagogical integration, not just on the game’s technical quality. The conclusion confirms that Digital Educational Games are a credible intervention to improve Literacy and Numeracy. However, the success of knowledge transfer from the game environment to the formal curriculum is highly dependent. The focus is on the teacher’s role as a facilitator (guide on the side) through a post-game reflective discussion (debriefing) session. The main recommendation is the need to develop educational games integrated with the Teacher Implementation Module to facilitate a meaningful debriefing phase.

Abstrak

Penelitian ini dilatarbelakangi oleh kebutuhan mendesak akan intervensi inovatif untuk meningkatkan literasi dan numerasi pada siswa sekolah dasar (SD). Penelitian ini bertujuan untuk (1) mensintesis bukti empiris mengenai efektivitas Pembelajaran Berbasis Game (Game-Based Learning atau GBL) terhadap peningkatan kemampuan literasi dan numerasi; (2) mengidentifikasi tren penelitian terkini; serta (3) merumuskan prinsip-prinsip desain instruksional berbasis bukti untuk pengembangan game edukatif digital. Metode yang digunakan adalah Tinjauan Literatur Sistematis (Systematic Literature Review/SLR). Proses pelacakan literatur dilakukan secara daring menggunakan basis data terindeks dengan kriteria inklusi spesifik (GBL, Literasi/Numerasi, Siswa SD) dalam rentang publikasi 2019-2023. Setelah proses penyaringan ketat, sebanyak 35 artikel relevan dikaji secara mendalam. Teknik analisis data adalah ekstraksi data yang dilanjutkan dengan sintesis naratif tematik. Hasil tinjauan menunjukkan bahwa GBL secara konsisten menghasilkan dampak positif yang signifikan pada ranah kognitif (penguasaan pengetahuan prosedural dan konseptual dalam Literasi dan Numerasi) dan ranah afektif (peningkatan motivasi, flow, dan ketekunan). Secara spesifik, GBL terbukti efektif dalam meningkatkan kesadaran fonemik (Literasi) dan pemahaman konseptual pecahan (Numerasi). Meskipun demikian, temuan paling krusial adalah bahwa efektivitas GBL sangat bergantung pada integrasi pedagogis guru, bukan hanya kualitas teknis game. Simpulan menegaskan bahwa Game Edukatif Digital adalah intervensi yang kredibel untuk meningkatkan Literasi dan Numerasi. Namun, keberhasilan alih pengetahuan (transfer) dari lingkungan game ke kurikulum formal sangat bergantung pada peran guru sebagai fasilitator (guide on the side) melalui sesi diskusi reflektif (debriefing) pasca-game. Rekomendasi utama adalah perlunya pengembangan game edukatif yang terintegrasi dengan Modul Implementasi Guru untuk memfasilitasi fase debriefing yang bermakna.

References

Adnan, M., Kamsin, A., & Shakir, M. (2023). A Meta-Analysis on the Impact of Game-Based Learning on Students' Cognitive and Affective Outcomes in Science and Mathematics. Educational Technology Research and Development, 71(3), 1125–1150.

Al Fatta, H., Maksom, Z., & Nawi, N. M. (2023). Developing and Evaluating an Interactive Digital Game for Enhancing Phonemic Awareness in Early Readers. Interactive Technology and Smart Education, 20(2), 245–263.

Bado, Niamboue. (2022). Game-Based Learning Pedagogy: A Review of the Literature. International Journal of Educational Technology in Higher Education, 5, 936-948.

Bakar, N. A., Ahmad, N. A., & Sabran, M. S. (2022). The Effects of a Digital Educational Game on Multiplication Skills Among Year 4 Students. International Journal of Learning, Teaching and Educational Research, 21(4), 1–18.

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Published

2026-03-30

How to Cite

Setyawan, T. B., Kusumadewi, R. F., & Kusmaryono, I. (2026). Efektifitas Game Edukatif Digital untuk Meningkatkan Literasi dan Numerasi Siswa Sekolah Dasar: SLR. JANACITTA, 9(1), 242–252. https://doi.org/10.35473/janacitta.v9i1.5020