Exploring the Effectiveness of Game-Based Learning Approaches in Enhancing History Education among Elementary School Students
DOI:
https://doi.org/10.59075/jssa.v3i4.392Keywords:
Game-Based Learning, History Education, Elementary School Students, Student Motivation, Knowledge Retention, Academic PerformanceAbstract
This study explored the effectiveness of a game-based learning (GBL) approach in teaching history to elementary school students. While game-based learning has been widely used in science and mathematics education, its application in history instruction has remained relatively underexplored. The primary aim of this research was to examine whether the integration of game elements—such as points, badges, and leaderboards—could enhance students’ motivation, knowledge retention, and academic performance compared to traditional instructional methods. A quasi-experimental research design was employed, consisting of an experimental group taught through game-based learning activities and a control group taught through conventional methods. The sample comprised 35 elementary school students (grade 8) selected through purposive sampling from a local public school. Data were collected using a pre-test and post-test to measure academic performance, a retention test to assess long-term knowledge retention, and a structured questionnaire to gauge students’ motivation and attitudes toward the learning process. The collected data were analyzed using descriptive statistics (mean and standard deviation) and inferential statistics (independent samples t-test). The findings revealed that students exposed to the game-based learning approach demonstrated significantly higher motivation, improved academic achievement, and better retention of historical knowledge compared to those taught through traditional instruction. Moreover, qualitative feedback indicated that students found the gamified lessons more engaging and enjoyable, which fostered a deeper interest in history. Based on the findings, the study concluded that game-based learning serves as an effective pedagogical tool for enhancing learning outcomes in history education at the elementary level. It is recommended that educators and curriculum developers incorporate gamification strategies into classroom instruction to promote active learning, sustained motivation, and improved academic performance among young learners.
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