Digitalization of Education: Development of Pancasila Word Guessing Applications for the Young Generation in the Society 5.0 Era

Authors

  • Pandu Rudy WIDYATAMA University of Dr. Soetomo Surabaya, Indonesia
  • Muhajir TASLIKHAN University of Dr. Soetomo Surabaya, Indonesia
  • Nuril HUDA University of Dr. Soetomo Surabaya, Indonesia

DOI:

https://doi.org/10.38142/jisdb.v1i2.1231

Keywords:

Pancasila, Digitalization of Education, State Terms

Abstract

The Society 5.0 era encourages the integration of digital technology in various aspects of life, including education, to equip the younger generation with a deep understanding of the term nationality. This research aims to develop the Guess the Word Pancasila application, a digital game-based learning media designed to be able to introduce and strengthen state terms rooted in Pancasila, such as cooperation, government, precepts, unity and unity, sovereignty, justice, and tolerance and others. The main problem raised is the lack of attractiveness of conventional learning methods in instilling state terms in students that must be understood in today's era. The research uses research and development (R&D) methods with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. Data collected through observations, questionnaires, and interviews with students and teachers. The results of the study show that this application can increase students' enthusiasm for learning state terms. By using game elements, such as the introduction of words through challenges and awards, students more easily understand and appreciate the concepts of statehood contained in Pancasila learning. This study concludes that the need for gamification-based education digitalization in the youth is an innovative way to be able to instill national values in the younger generation in an interactive and fun way.

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Author Biography

Muhajir TASLIKHAN, University of Dr. Soetomo Surabaya, Indonesia

Lecturer

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Published

2023-02-28