Implementation of Game Based Learning Models in Sociology Subjects at SMA Islam Cendekia Muda
Abstract
This study aims to analyse the implementation of game-based learning to improve students’focus andunderstanding of sociological concepts at Cendekia Muda Universal Islamic School. Using a qualitative descriptive design with a case study approach, data were collected through classroom observation,interviews, and documentation.The integration of digital and traditional games such as Kahoot, Quizizz, Gimkit, Zep Quiz, Nearpod, and Sosiopoly was found to improve students’ motivation, engagement, and comprehension of social phenomena.The analysis employed Kolb’s Experiential Learning Theory, Vygotsky’s Constructivism, and Bandura’s Social Learning Theory to explain how interactive and reflective experiences shape conceptual and value-based learning. Results indicate that game-based learning not only maintains students’ attention but also fosters collaboration, empathy, and critical reflection. Despite challenges related to digital literacy and time allocation, this approach proved effective in transforming the sociology classroom into an active and meaningful learning environment that supports both academic and character development.
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DOI: https://doi.org/10.17509/sosietas.v15i2.92134
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