Nor Fadilah
Universitas PGRI Delta Sidoarjo

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PENGEMBANGAN MEDIA ULAR TANGGA DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA DALAM PEMBELAJARAN SEJARAH Nor Fadilah; M. Khusni Mubarok; J. Priyanto Widodo
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i4.14346

Abstract

ABSTRACT History learning at SMA Persatuan Tulangan still faces limitations in the use of instructional media, resulting in the learning process tending to rely on material delivery through textbooks and simple presentations. This condition became the basis for developing a digital snakes and ladders learning medium that combines a physical game with digital content to provide an alternative, more active learning experience. This study aimed to develop a digital snakes and ladders learning medium and determine its effectiveness in improving the learning outcomes of Grade XI-IA2 students at SMA Persatuan Tulangan. The study employed Research and Development using the ADDIE model, which comprises Analyze, Design, Development, Implementation, and Evaluation. The development stages included analyzing learning conditions and student characteristics, designing the product, developing and validating the medium, implementing it with 30 students, and evaluating the product and learning outcomes. Data were collected through media and material expert validation and pre-test and post-test assessments. Feasibility was analyzed using a Likert-scale percentage, while the test instrument was examined for validity and reliability before learning improvement was calculated using N-gain. Media validation reached 87.5% and material validation 85%, both categorized as highly feasible. All 20 test items were valid, with a Cronbach's Alpha of 0.920. The mean score increased from 56.33 to 83.33, with an N-gain of 0.63 or 62.60%, categorized as moderate and sufficiently effective. The developed medium is feasible and sufficiently effective in supporting improvements in history learning outcomes. ABSTRAK Pembelajaran sejarah di SMA Persatuan Tulangan masih menghadapi keterbatasan penggunaan media sehingga proses belajar cenderung bergantung pada penyampaian materi melalui buku dan presentasi sederhana. Kondisi tersebut menjadi dasar pengembangan media ular tangga digital yang memadukan permainan fisik dengan konten digital untuk memberikan alternatif pengalaman belajar yang lebih aktif. Penelitian ini bertujuan mengembangkan media ular tangga digital serta mengetahui efektivitasnya dalam meningkatkan hasil belajar siswa kelas XI-IA2 SMA Persatuan Tulangan. Penelitian menggunakan Research and Development dengan model ADDIE yang mencakup Analyze, Design, Development, Implementation, dan Evaluation. Tahap pengembangan meliputi analisis kondisi pembelajaran dan karakteristik siswa, perancangan produk, pembuatan serta validasi media, penerapan pada 30 siswa, dan evaluasi produk serta hasil belajar. Data diperoleh melalui validasi ahli media dan materi serta tes pre-test dan post-test. Kelayakan dianalisis menggunakan persentase skala Likert, sedangkan instrumen tes diuji validitas dan reliabilitasnya sebelum peningkatan hasil belajar dihitung menggunakan N-gain. Validasi media mencapai 87,5% dan validasi materi 85%, keduanya berkategori sangat layak. Seluruh 20 butir soal valid dengan Cronbach's Alpha 0,920. Rata-rata nilai meningkat dari 56,33 menjadi 83,33 dengan N-gain 0,63 atau 62,60%, yang termasuk kategori sedang dan cukup efektif. Media yang dikembangkan layak digunakan dan cukup efektif dalam mendukung peningkatan hasil belajar sejarah.