Educational games are becoming a learning trend for elementary school students today because of their fun nature and attractive appearance which makes students interested in trying them. Pancasila educational games are also designed to make learning more interesting. Testing of educational games and their compatibility with human-computer interaction needs to be done so that games are more optimal when implemented and distributed more widely. The purpose of this study was to determine the results of testing the acceptance of Pancasila educational games using the characteristics of the technology acceptance model. This study involved 300 respondents of early childhood, aged 5-6 years in 3 schools in East Java, Indonesia. Modelling and data analysis using SEM AMOS. The results showed that as many as 97.4% of students liked and were helped by this educational game. Another important factor is in terms of perceived ease of use game 99.8% of students like this aspect and from the aspect of perceived usefulness, 95% of students choose this aspect. Where both give good value to the Pancasila educational game. As for the development of educational games, they will be readjusted to the conditions of learning in each school.