ABSTRACT Based on the observations and interviews results, students at SD Negeri 2 Ketepung feel bored quickly when participating in learning activities. This problem is because teachers' learning methods and media tend to be traditional and monotonous. Conventional learning methods and media are currently insufficient to attract the attention of children accustomed to digital devices. The technique used in this study is research and development (R&D) with the ADDIE model, with the stages of analysis, design, development, implementation, and evaluation. Data collection techniques in the study were carried out through questionnaires. The sound Snakes and Ladders game media with QR Code integration was validated by five material experts and five media experts. It was implemented on 12 fifth-grade students of SD Negeri 2 Ketepung to determine their responses. Based on the research results, the snake and ladder learning media with QR Code integration for the material My Earth Loves My Earth Malang was developed in accordance with the ADDIE stage. The quality of the learning material on the media obtained a percentage of 98% with the "Very Appropriate" criteria. Validation carried out by media experts who developed it obtained a percentage of 99% with the requirements of "Very Appropriate". The student response showed 91% with the "Very Interesting" criteria. Based on the validation assessment of material experts, media experts, and student responses to the developed media, it is appropriate and interesting to be used as a game-based learning media in science learning activities. Keywords: Learning Media, Snakes and Ladders, Development, ADDIE. ABSTRAK Berdasarkan hasil observasi dan wawancara, saat ini siswa di SD Negeri 2 Ketepung merasa cepat bosan ketika mengikuti kegiatan pembelajaran. permasalahan ini dikarenakan metode serta media pembelajaran yang diterapkan oleh guru cenderung bersifat tradisional dan monoton. Metode dan media pembelajaran tradisional saat ini tidak cukup menarik perhatian anak yang sudah terbiasa dengan perangkat digital. Metode yang digunakan pada penelitian ini adalah penelitian dan pengembangan (research and development) dengan model ADDIE dengan tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data dalam penelitian dilakukan melalui angket. Media permainan ular tangga bersuara dengan integrasi QR Code divalidasi lima ahli materi dan lima ahli media, serta diimplementasikan pada 12 siswa kelas V SD Negeri 2 Ketepung untuk mengetahui respon mereka. Berdasarkan hasil penelitian, media pembelajaran ular tangga bersuara dengan integrasi QR Code materi Bumiku Sayang Bumiku Malang dikembangkan sesuai dengan tahap ADDIE. Kualitas materi yang pembelajaran pada media memperoleh persentase sebesar 98% dengan kriteria “Sangat Layak”. Validasi yang dilakukan oleh ahli media yang dikembangkan memperoleh persentase 99% dengan kriteria “Sangat Layak”. Adapun respon siswa menunjukan 91% dengan kriteria “Sangat Menarik”. Berdasarkan penilaian validasi ahli materi, ahli media dan respon siswa terhadap media yang dikembangkan layak dan menarik untuk digunakan sebagai media pembelajaran berbasis permainan dalam kegiatan belajar IPAS. Kata Kunci: Media Pembelajaran, Ular Tangga, Pengembangan, ADDIE