Wisnu Apriyadi
Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas PGRI Palembang

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

PENGEMBANGAN MEDIA ULAR TANGGA DIGITAL MATA PELAJARAN BAHASA INDONESIA KELAS V SDN 17 AIR KUMBANG Wisnu Apriyadi; Djunaidi Djunaidi; Imelda Ratih Ayu
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v6i3.12231

Abstract

This research and development project aims to create a digital Snakes and Ladders game media for Indonesian language learning on the theme "Love for Indonesia" for fifth-grade students at SDN 17 Air Kumbang that is valid and practical. The method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects comprised 3 fifth-grade students in the one-to-one test and 15 fifth-grade students in the small group test. Data analysis results indicate that media validity reached an average of 95.23% (highly valid criteria) based on evaluations by three experts (media, language, content). The media practicality level obtained from student response questionnaires showed a percentage of 93.33% in the one-to-one test and 91.60% in the small group test, both meeting the "highly practical" criteria. Thus, the digital Snakes and Ladders game media for the "Love for Indonesia" material is declared valid and practical for use in elementary school Indonesian language learning. ABSTRAK Penelitian dan pengembangan ini bertujuan menciptakan media permainan ular tangga digital untuk pembelajaran Bahasa Indonesia materi "Cinta Indonesia" kelas V SDN 17 Air Kumbang yang valid dan praktis. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri dari 3 siswa kelas V pada uji one-to-one dan 15 siswa kelas V pada uji small group. Hasil analisis data menunjukkan kevalidan media mencapai rerata 95,23% (kriteria sangat valid) berdasarkan uji tiga ahli (media, bahasa, materi). Tingkat kepraktisan media yang diperoleh dari kuesioner respon siswa menunjukkan persentase sebesar 93,33% pada uji one-to-one dan 91,60% pada uji small group, yang keduanya memenuhi kriteria sangat praktis. Dengan demikian, media permainan ular tangga digital materi "Cinta Indonesia" dinyatakan valid dan praktis dipergunakan dalam proses pembelajaran Bahasa Indonesia di sekolah dasar.