Project Based Game Learning Effectiveness In 21st Century Classrooms: A Literature Review

Authors

  • Angel Ardila Suci Q A Universitas Pendidikan Ganesha
  • Ketut Agustini Universitas Pendidikan Ganesha
  • I Kadek Suartama Universitas Pendidikan Ganesha

DOI:

https://doi.org/10.58230/27454312.2705

Keywords:

21st Century Skills, Constructivism, Project Based Game Learning

Abstract

21st century education demands a learning model that can foster critical thinking, creativity, collaboration and communication skills. One of the emerging models to answer this challenge is Project-Based Game Learning (PjGBL), which integrates a project-based approach with elements of educational games. This study aims to examine the application of PjGBL through the Systematic Literature Review (SLR) method on 13 selected articles in the range of 2020-2024. Articles were analyzed based on research subjects, education levels, subjects, learner characteristics, focus of learning outcomes, and approaches used. The review results show that PjGBL is most commonly applied at the higher education level (S1), especially in Mathematics and Science subjects, and is dominantly applied to students with visual kinesthetic characteristics. The focus of the most frequently developed outcomes are critical thinking (7 articles), collaboration and creativity (5 articles). In terms of approach, constructivism is the most dominant approach because it is aligned with the principles of active and participatory learning. This model is also most effective in middle grades with between 30 and 60 students. This study illustrates that PjGBL is a potential innovative learning model in supporting the development of 21st century competencies holistically.

Downloads

Download data is not yet available.

References

Alhayat, A., Mukhidin, M., Utami, T., & Yustikarini, R. (2023). The relevance of the Project-Based Learning (PjBL) learning model with “Kurikulum Merdeka Belajar.” DWIJA CENDEKIA: Jurnal Riset Pedagogik, 7(1), 105–116.

Awaliyah, N. P., Hastuti, W. S., Wibowo, S. E., & Hidayat, P. (2024). The effect of Problem Based Learning model on students’ critical thinking ability. MIMBAR PGSD Undiksha, 12(1), 101–107. https://doi.org/10.23887/jjpgsd.v12i1.62280

Ayu, B., & Priyudahari, P. (2024). Implementasi pembelajaran Project Based Learning pada matakuliah game edukasi. Jurnal Teknologi Informasi dan Komputer, 3, (tanpa halaman).

Bado, B. (2022). Model pendekatan kualitatif: Telaah dalam metode penelitian ilmiah. Tahta Media Grup.

Dalyono, B. (2016). Strategi pembelajaran inovatif untuk mencapai kompetensi pembelajaran. Prosiding Temu Ilmiah Nasional Guru (TING) VIII Strategi, UPBJJ-UT Semarang, November, 29–41.

Dewi, M. R. (2022). Kelebihan dan kekurangan Project-based Learning untuk penguatan Profil Pelajar Pancasila Kurikulum Merdeka. Inovasi Kurikulum, 19(2), 213–226. https://doi.org/10.17509/jik.v19i2.44226

Ferdiani, R. D., & Marsitin, R. (2023). Adventure math game based on STEM Project-Based Learning to improve students’ creative thinking. Prosiding Seminar Nasional, 375, 370–375.

Hastuti, D., & Malihah, N. (2024). Systematic literature review (SLR): Implementation of the Project-Based Learning (PjBL) approach to improve students' speaking skills. Proceeding of International Interdisciplinary Conference and Research Expo, 1(1), 88–107. https://conferences.uinsalatiga.ac.id/index.php/iicare/article/view/634/361

Hidayat, R. K., Novianti, B. A., & Subki, S. (2023). Meningkatkan kemampuan berpikir kreatif fisika peserta didik berbasis Kurikulum Merdeka. Jurnal Ilmiah Profesi Pendidikan, 8(2), 1143–1151.

Huda, K., Hartati, S., & Utami, A. D. (2024). Development of a Project-Based Learning model using science games to enhance social skills in early childhood. Proceeding Seminar Nasional Pendidikan, 2023, (tanpa halaman).

Ibrahim, J., & Rahmawati, F. (2023). Efektivitas model pembelajaran Project Based Learning berbasis gamifikasi terhadap kemampuan penalaran matematis siswa. Jurnal Pendidikan dan Pembelajaran Matematika Indonesia, 12(1), 84–95. https://doi.org/10.23887/jppmi.v12i1.2394

Jurnal, J., Unsika, P., Jambi, J., Bulian, M., & Jambi, M. (2025). Penerapan Project Based Learning berbasis gamifikasi menggunakan aplikasi Quizizz dalam meningkatkan universitas Jambi. Judika: Jurnal Pendidikan Unsika, 13, 15–24. https://doi.org/10.35706/judika.v13i1.2

Khasanah, S. U., & Darsinah. (2022). Implementasi pembelajaran berbasis proyek dalam perkembangan psikomotorik peserta didik usia sekolah dasar. Jurnal Pendidikan Dasar Flobamorata, 3(1), 281–287. https://doi.org/10.51494/jpdf.v3i1.666

Kusmiati, K. (2022). Pengaruh model pembelajaran Project Based Learning terhadap kreativitas siswa sekolah dasar. Educator: Jurnal Inovasi Tenaga Pendidik dan Kependidikan, 2(2), 206–211.

Lemes, D. D. O., França, E., Romanek, E., Valente, F., & Fujimoto, C. (2024). Análise e modelagem de jogos digitais: relato de uma experiência educacional utilizando metodologias ativas em um grupo multidisciplinar. Revista Educação & Tecnologia, 2024, (tanpa halaman).

Lopez-Gazpio, I. (2022). Gaining student engagement through Project-Based Learning: A competitive 2D game construction case study. IEEE Access, 10, 1881–1892. https://doi.org/10.1109/ACCESS.2021.3139764

Malgazhdarova, D. A., Kenzhetayeva, G. K., & Mırıcı, İ. H. (2024). Application of communicative game-based learning project “Aengime” for teaching grammar EFL classrooms. Novitas-ROYAL, 18(2), 131–145. https://doi.org/10.5281/zenodo.13338632

Noorhalida, N., Yuliani, H., & Santiani, S. (2023). Studi literatur: Pengaruh Project Based Learning pada pembelajaran fisika. ORBITA: Jurnal Pendidikan dan Ilmu Fisika, 9(2), 200–212.

Pratiwi, I. I., Suwandi, A., Khaerani, R., & Fauzan, H. A. (2021). Gastronomy game board project based learning in higher education. Journal of Tourism Education, 1(1), 1–14. https://doi.org/10.17509/jote.v1i1.37058

Puspitasari, V., & Wahyuni, A. (2023). Analisis penerapan Project Based Learning (PjBL) pada pembelajaran IPAS siswa kelas 4 dengan Kurikulum Merdeka. Pendas: Jurnal Ilmiah Pendidikan Dasar, 8(2), 2517–2530.

Putri, A. A. S. P. A., & Sujana, I. W. (2020). Traditional game “Bakiak” assisted Project-Based Learning model influences students’ social skills. Jurnal Ilmiah Sekolah Dasar, 4(3), 463. https://doi.org/10.23887/jisd.v4i3.25360

Sanova, A., Asmiyunda, A., & Ekaputra, F. (2023). Pengembangan platform berorientasi case study dan Project Based Learning berbantuan tools gamifikasi untuk menghindari learning loss. Jurnal Zarah, 11(1), 31–40. https://doi.org/10.31629/zarah.v11i1.5120

Sekarwangi, P. A., Cahyaningtyas, M. S., Sofiyani, Fakhriyah, F., & Ismaya, E. A. (2024). Systematic literature review (SLR): Model pembelajaran Problem Based Learning (PBL) terhadap minat belajar. Jurnal Ilmiah Profesi Guru (JIPG), 5(1), 60–66. https://doi.org/10.30738/jipg.vol5.no1.a15563

Siregar, D. R., Ulfah, F., Ekonomi, P., & Jambi, U. (2024). Efektivitas model Project Based Learning (PjBL) menggunakan game (Educaplay) untuk meningkatkan kreativitas belajar mahasiswa. Jurnal Media Informatika (JUMIN), 6(2), 478–483.

Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1). https://doi.org/10.1186/s40561-019-0098-x

Kitchenham, B., & Charters, S. M. (2007). Guidelines for performing systematic literature reviews in software engineering (Version 2.3). EBSE Technical Report. https://doi.org/10.13140/RG.2.1.5015.0886

Taliak, J., Al Farisi, T., Sinta, R. A., Aziz, A., & Fauziyah, N. L. (2024). Evaluasi efektivitas metode pembelajaran berbasis proyek dalam mengembangkan kreativitas siswa. Journal of Education Research, 5(1), 583–589. https://doi.org/10.37985/jer.v5i1.876

Wardhani, A. I., Rukayah, R., & Kurniawan, S. B. (2023). Analisis kesulitan guru dalam mengimplementasikan model pembelajaran Project Based Learning (PjBL) pada Kurikulum Merdeka materi membangun masyarakat yang beradab. Jurnal Pendidikan Dasar, 11(2), 141. https://doi.org/10.20961/jpd.v11i2.79476

Wibowo, F. C., & Ahmad, N. J. (2023). Enhancing creative thinking skills through Project-Based Learning assisted game open online physics instructional. JIPF (Jurnal Ilmu Pendidikan Fisika), 8(3), 278. https://doi.org/10.26737/jipf.v8i3.3868

Downloads

Published

2025-08-15

How to Cite

Suci Q A, A. A. (2025). Project Based Game Learning Effectiveness In 21st Century Classrooms: A Literature Review. Didaktika: Jurnal Kependidikan, 14(3 Agustus), 4043-4056. https://doi.org/10.58230/27454312.2705