Selly Wulandari
Universitas Nahdlatul Ulama Sumatera Utara

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Pengembangan Media Permainan Ludo Berbasis Digital dalam Pembelajaran Pancasila untuk Meningkatkan Motivasi Belajar Siswa Kelas IV Sekolah Dasar Islam Terpadu Al Azhar Galang Selly Wulandari; Nizmi Putri; Syarifah Ainun Harahap
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 6 No. 2 (2026)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v6i2.2184

Abstract

The limited availability of interactive digital learning media can reduce students’ engagement and motivation in Pancasila Education, particularly when learning about behaviors that reflect respect for cultural diversity. This study aimed to develop a digital Ludo game as an instructional medium, evaluate its feasibility, and examine its effectiveness in enhancing the learning motivation of fourth-grade students at Al Azhar Galang Integrated Islamic Elementary School. The study employed a Research and Development approach using the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation, and involved 23 fourth-grade students. Data were collected through observation, questionnaires, and documentation. Validation results demonstrated that the developed medium achieved scores of 91.25% from subject matter experts and 92.30% from media experts, indicating a highly feasible level. Students’ learning motivation increased from 67.18% before implementation to 89.62% afterward, representing an improvement of 22.44 percentage points. A paired-samples t-test yielded a statistically significant result (p < 0.001), indicating a significant improvement in learning motivation. These findings demonstrate that the digital Ludo game is a feasible and effective instructional medium for supporting students’ motivation in Pancasila Education.