Transformasi Edukasi Sosial-Politik melalui Teknologi Game Simulasi: Kajian Sistematis Optimalisasi Democracy 4 dalam Pembelajaran Dinamika Kekuasaan dan Kebijakan Publik

Penulis

  • Ahmad Rizky Wahyu Pratama IKIP PGRI Bojonegoro

Abstrak

Abstrak
Rendahnya literasi politik dan minimnya partisipasi kewarganegaraan aktif di kalangan peserta didik merupakan persoalan fundamental yang bersifat sistemik dalam konteks pendidikan sosial-politik Indonesia. Pendekatan instruksional konvensional yang didominasi metode ceramah (teacher-centered) terbukti belum mampu membangun pemahaman konseptual yang mendalam mengenai dinamika kebijakan publik dan distribusi kekuasaan. Penelitian ini bertujuan mengkaji secara sistematis efektivitas game simulasi Democracy 4 sebagai media pembelajaran berbasis teknologi dalam kerangka game-based learning (GBL) untuk pendidikan sosial-politik. Metode yang diterapkan adalah Systematic Literature Review (SLR) yang mengikuti protokol PRISMA 2020, dengan pencarian literatur pada basis data Scopus, ERIC, dan Google Scholar. Dari 147 artikel yang diidentifikasi, sebanyak 24 artikel memenuhi kriteria inklusi dan dianalisis menggunakan teknik analisis tematik. Hasil kajian mengidentifikasi tiga temuan utama: (1) game simulasi politik secara konsisten meningkatkan motivasi belajar intrinsik siswa, dikonfirmasi oleh 86% artikel yang ditinjau; (2) terdapat rata-rata peningkatan pemahaman konsep kebijakan publik sebesar 31 poin pada kelompok intervensi berbasis game dibandingkan metode konvensional; dan (3) sebanyak 76% partisipan melaporkan peningkatan efikasi politik yang terukur setelah intervensi berbasis permainan. Tiga mekanisme pedagogis utama teridentifikasi sebagai mediator efektivitas Democracy 4: simulasi konsekuensi kebijakan secara real-time, representasi multiperspektif pemangku kepentingan, dan pengambilan keputusan bertingkat dalam konteks demokrasi. Implikasi penelitian menegaskan urgensi adaptasi konten lokal dan penyusunan panduan fasilitasi terstruktur guna mengoptimalkan integrasi Democracy 4 dalam sistem pendidikan Indonesia.
Kata kunci: Game Edukasi, Simulasi Politik, Literasi Kewarganegaraan, Democracy, Teknologi Digital
Abstract
Low political literacy and limited active civic engagement among students constitute a fundamental and systemic challenge within the Indonesian socio-political education landscape. Conventional instructional approaches dominated by teacher-centered lecture methods have demonstrated insufficient capacity in building deep conceptual understanding of public policy dynamics and power distribution. This study aimed to systematically examine the effectiveness of the political simulation game Democracy 4 as a technology-mediated instructional medium within a game-based learning (GBL) framework for socio-political education. A Systematic Literature Review (SLR) following the PRISMA 2020 protocol was employed, with literature searches conducted across Scopus, ERIC, and Google Scholar databases. Of 147 articles initially identified, 24 met the inclusion criteria and were analyzed using thematic analysis techniques. Three primary findings emerged: (1) political simulation games consistently enhanced students' intrinsic learning motivation, confirmed by 86% of the reviewed literature; (2) an average 31-point gain in public policy conceptual understanding was reported in game-based intervention groups compared to conventional instruction; and (3) 76% of participants reported measurable improvements in political efficacy following game-based interventions. Three primary pedagogical mechanisms were identified as mediators of Democracy 4's educational effectiveness: real-time policy consequence simulation, multi-perspective stakeholder representation, and tiered decision-making within democratic contexts. Research implications affirm the necessity of local content adaptation and structured facilitation guidelines to optimize the integration of Democracy 4 within the Indonesian educational system.
Keyword: Game-Based Learning, Political Simulation, Civic Literacy, Democracy

Diterbitkan

2026-07-23