The Use of Digital Educational Games to Strengthen Civic Literacy and Pancasila Values among Students

Authors

  • Nurizza Rizqi Hutami Universitas Sebelas Maret, Indonesia
  • Triana Rejekiningsih Universitas Sebelas Maret, Indonesia
  • Muhammad Hendri Nuryadi Universitas Sebelas Maret, Indonesia

Keywords:

digital educational games, civic literacy, Pancasila values

Abstract

This study analyzes the use of digital educational games to strengthen students' civic literacy and Pancasila values in the learning process. Civic education in Indonesia is frequently perceived as monotonous and text-heavy, which limits students' ability to translate normative knowledge into practiced civic behavior. Using a qualitative descriptive approach grounded in a systematic literature review, this study synthesizes and critically evaluates existing evidence on digital game-based civic learning. The findings indicate that digital educational games can increase students' motivation, critical thinking, and collaboration, and can support their understanding of civic concepts and Pancasila values; however, the literature also shows that these effects are not uniform and depend on instructional design quality, teacher readiness, and implementation context. The discussion contrasts these findings against relevant learning theories to identify both the pedagogical potential and the boundary conditions of digital game-based civic learning. The study concludes that digital educational games can serve as a valuable but conditional pedagogical bridge for strengthening civic literacy and character education based on Pancasila values, provided they are embedded within a deliberate briefing gameplay reflection framework supported by adequate infrastructure and teacher capacity.

References

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Published

2026-08-16