Supporting the Kinesthetic Learning Style through BINGO Puzzle Emoji (NGOPI) in Pancasila Education: A Case Study in Grade IX F at SMP Negeri 16 Surabaya

Authors

  • Satrio Dwi Laksono Universitas Negeri Surabaya, Indonesia
  • Raden Roro Nanik Setyowati Universitas Negeri Surabaya, Indonesia
  • Intan Pratiwi Hernovianus Universitas Negeri Surabaya, Indonesia

DOI:

https://doi.org/10.59944/postaxial.v3i4.2365

Keywords:

BINGO Puzzle Emoji, game-based learning, kinesthetic learning style, NGOPI, Pancasila Education, student engagement

Abstract

Learning styles are commonly grouped into three types, namely visual, auditory, and kinesthetic, or four when read/write is added as in the VARK model. Each style has weaknesses when it becomes the only route to learning. Visually driven lessons easily turn students into passive receivers and copiers of information, auditory lessons depend on concentration because spoken explanations fade quickly, and read/write lessons keep students tied to text. The kinesthetic style, learning through movement, touch, and hands-on practice, rarely gets room in class, including in Pancasila Education, a subject full of abstract concepts. This study shows how the kinesthetic style can be specifically supported in Pancasila Education through BINGO Puzzle Emoji (NGOPI). NGOPI is a bingo-format group game in which students match emoji puzzles with sample pictures, take turns ringing a bell in an orderly way, and answer questions on a BINGO worksheet in turn until two bingo lines are formed. The game effectively supports kinesthetic learners because it requires hand movement, quick responses, and turns that cannot be delegated, while visual and auditory elements remain through pictures, the worksheet, discussion, and presentations. This qualitative case study was conducted in Grade IX F at SMP Negeri 16 Surabaya (31 students). A diagnostic assessment showed a dominant visual style (mean 12.8), auditory second (10.7), and kinesthetic lowest (5.5), while observation showed that some students were passive, rode on their group’s name, and misused artificial intelligence (AI). Data came from the diagnostic assessment, classroom observation, and the teacher’s reflection. Every student contributed in turn, off-task talk decreased, reliance on AI declined, and enthusiasm increased. The impact is felt by students through engagement and social-emotional competence, by the teacher through data- and observation-based decisions, and by the school through a low-cost, replicable good practice.

References

Bouteraa, M., Bin-Nashwan, S. A., Al-Daihani, M., Dirie, K. A., Benlahcene, A., Sadallah, M., Zaki, H. O., Lada, S., Ansar, R., Fook, L. M., & Chekima, B. (2024). Understanding the diffusion of AI-generative (ChatGPT) in higher education: Does students’ integrity matter? Computers in Human Behavior Reports, 14, 100402.

Brown, S. B. R. E. (2023). The persistence of matching teaching and learning styles: A review of the ubiquity of this neuromyth, predictors of its endorsement, and recommendations to end it. Frontiers in Education, 8, 1147498. https://doi.org/10.3389/feduc.2023.1147498

Casan, F. Z. E., Docusin, S. J. R., Tabares, N. A. L., Malaco, A. C., Perfecio, J., & Lumbu-an, J. (2024). The dumbbells: Divulging the untold story of “free-riding” students. Indonesian Journal of Multidisciplinary Research, 4(1), 65–70. https://doi.org/10.17509/ijomr.v4i1.64935

Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). Sage.

Durlak, J. A., Mahoney, J. L., & Boyle, A. E. (2022). What we know, and what we need to find out about universal, school-based social and emotional learning programs for children and adolescents: A review of meta-analyses and directions for future research. Psychological Bulletin, 148(11–12), 765–782. https://doi.org/10.1037/bul0000383

Farhan, F., Reinita, Muhammadi, & Anita, Y. (2026). Pengembangan media pembelajaran pop up book pada mata pelajaran Pendidikan Pancasila elemen Bhinneka Tunggal Ika di kelas V gugus III Kecamatan Matur Kabupaten Agam. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(3), 360–369.

Hattie, J. (2023). Visible learning: The sequel. A synthesis of over 2,100 meta-analyses relating to achievement. Routledge.

Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806

Kemendikbudristek. (2022). Panduan pembelajaran dan asesmen. Badan Standar, Kurikulum, dan Asesmen Pendidikan, Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.

Kolb, D. A. (2015). Experiential learning: Experience as the source of learning and development (2nd ed.). Pearson Education.

Lestaria, D. P., Joharmawan, R., & Purwati, Y. (2023). Penerapan pembelajaran berdiferensiasi dengan model pembelajaran Project Based Learning untuk meningkatkan hasil belajar siswa SMP Negeri 1 Ngasem kelas VII mata pelajaran IPA. Jurnal MIPA Dan Pembelajarannya, 3(1), 12–18. https://doi.org/10.17977/um067v3i1p12-18

Liu, Z., Zuo, H., Zhao, Y., & Lu, Y. (2025). The effect of embodied learning on students’ learning performance: A meta-analysis. Frontiers in Psychology, 16, 1658797. https://doi.org/10.3389/fpsyg.2025.1658797

Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.

Mertler, C. A. (2020). Action research: Improving schools and empowering educators (6th ed.). Sage.

Milinga, J. R., Kibonde, E. A., Mallya, V. P., & Mwakifuna, M. A. (2022). Addressing the social loafing problem in assessment practices from the perspectives of Tanzania’s pre-service teachers. Australian Journal of Teacher Education, 47(6). https://doi.org/10.14221/ajte.2022v47n6.1

Nadia, E., Marisa, R. S., Wiwinda, Bayan, Z., & Saputra, H. A. (2026). Analisis pembelajaran berbasis asesmen diagnostik dalam mengidentifikasi kebutuhan belajar siswa pada Kurikulum Merdeka di madrasah ibtidaiyah. Jurnal Pengabdian Masyarakat Dan Riset Pendidikan, 4(4), 25078–25084. https://doi.org/10.31004/jerkin.v4i4.6303

Nurlaelisah, I., Sumantri, M. S., & Zakiah, L. (2023). Game-based bingo learning media in cultivating student self-confidence in civic education instruction at elementary school. Indonesian Journal of Primary Education, 7(1), 75–82. https://doi.org/10.17509/ijpe.v7i1.45670

Slavin, R. E. (2018). Educational psychology: Theory and practice (12th ed.). Pearson.

Subagja, S., & Rubini, B. (2023). Analysis of student learning styles using Fleming’s VARK model in science subject. Jurnal Pembelajaran Dan Biologi Nukleus, 9(1), 31–39. https://doi.org/10.36987/jpbn.v9i1.3752

Tomlinson, C. A. (2017). How to differentiate instruction in academically diverse classrooms (3rd ed.). ASCD.

UNESCO. (2023). Guidance for generative AI in education and research. UNESCO.

Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). Sage.

Zilvia, W., Suhardiyanto, A., & Wardhani, N. W. (2026). Pengembangan media pembelajaran interaktif e-komik berbasis aplikasi Canva untuk meningkatkan hasil belajar pada mata pelajaran Pendidikan Pancasila kelas VII B SMP Negeri 19 Semarang. Unnes Civic Education Journal, 11(2).

Zuo, M., Kong, S., Ma, Y., Hu, Y., & Xiao, M. (2023). The effects of using scaffolding in online learning: A meta-analysis. Education Sciences, 13(7), 705. https://doi.org/10.3390/educsci13070705

Downloads

Published

2026-10-28