PENERAPAN MEDIA PANCAPATH BOARD GAME TERHADAP PARTISIPASI BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN PANCASILA DI SMP NEGERI 8 BANDAR LAMPUNG
Keywords:
Board Game, PancaPath Board, Learning Participation, Pancasila Education, Quasi-ExperimentAbstract
This study examines the effect of the PancaPath Board Game media on student learning participation in Pancasila Education at grade VIII of SMP Negeri 8 Bandar Lampung. The research employs a quasi-experimental design with a Posttest Only Control Group Design, involving 60 students divided into an experimental class (VIII B, using PancaPath Board Game) and a control class (VIII C, using crossword puzzles/TTS). Data were collected through observation sheets and questionnaires, and analyzed using descriptive statistics, normality tests, homogeneity tests, and Independent Samples T-Test. Results show that the experimental class achieved a final observation score of 85.86%, while the control class reached 83.72%. The Independent Samples T-Test yielded a t-value of 2.810 with a significance of 0.007 (Sig. < 0.05), indicating H1 is accepted. The experimental class outperformed the control class particularly in the cognitive dimension (87.50% vs 80.33%). These findings confirm that PancaPath Board Game significantly improves student learning participation and can serve as an innovative alternative media in Pancasila Education at the junior high school level.
