Literasi (Jurnal Pendidikan Dasar)
Vol 5, No 1 (2025)

PENGEMBANGAN MEDIA PEMBELAJARAN GAME ULAR ATANGGA BERBASIS APLIKASI UNTUK MENINGKATKAN PEMAHAMAN MATERI IPAS KELAS IV SDN KALICARI 01 SEMARANG

Setyaningsih, Julia (Unknown)
Baedowi, Sunan (Unknown)
Kiswoyo, Kiswoyo (Unknown)



Article Info

Publish Date
29 Mar 2025

Abstract

AbstrakPermasalahan yang mendorong penelitian ini adalah pembelajaran di kelas seringkali bersifat konvensioanal dengan metode ceramah, serta tutor sebaya dan alat bantu papan tulis. Media kurang inovatif hanya melalui video dari youtube. Jenis penelitian ini menggunakan Research and Development (RD). Sampel yang diambil siswa SDN Kalicari 01 Semarang yang berjumlah 20 orang dengan teknik One Group Pretest Posttest Design. Sampling berbentuk kelompok eksperimen bukan kelompok kontrol (perbandingan).Produk memenuhi kriteria sangat valid berdasarkan rata-rata hasil analisis ahli media mendapatkan persentase 94% dan rata-rata hasil analisis validasi ahli materi 80%. Dan memenuhi kriteria sangat praktis pada hasil rata-rata penilaian guru 88% dan hasil angket respon peserta didik sebesar 91%. Hasil keefektifan media pembelajaran diperoleh melalui angket yang diberikan kepada siswa pada pretest dan posttest. Penelitian ini menyimpulkan bahwa media Game Ular Tangga berbasis Aplikasi dapat meningkatkan pemahaman materi siswa mata pelajaran IPAS materi Membangn Masyarakat yang Beradab. Berdasarkan hasil penelitian ini saran yang dapat disampaikan mengenai media Game Ular Tangga berbasis Aplikasi pembelajaran dapat dimanfaatkan guru sebagai media pembelajaran yang baik dan bisa dijadikan referensi untuk dapat dikembangkan media berbasis permainan atau diskusi lainnya. AbstractThe problem that drives this research is that classroom learning is often conventional with lecture methods, as well as peer tutors and whiteboard aids. The media is less innovative only through videos from YouTube. This type of research uses Research and Development (RD). The sample taken was 20 students of SDN Kalicari 01 Semarang with the One Group Pretest Posttest Design technique. Sampling was in the form of an experimental group, not a control group (comparison). The product meets the criteria for being very valid based on the average results of the media expert analysis getting a percentage of 94% and the average results of the material expert validation analysis 80%. And meets the criteria for being very practical on the average results of the teacher's assessment of 88% and the results of the student response questionnaire of 91%. The results of the effectiveness of the learning media were obtained through a questionnaire given to students in the pretest and posttest. This study concludes that the Application-based Snake and Ladder Game media can improve students' understanding of the material in the Science subject of Building a Civilized Society. Based on the results of this study, suggestions that can be conveyed regarding the Snakes and Ladders Game media based on learning applications can be used by teachers as good learning media and can be used as a reference for developing other game-based or discussion media.

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Journal Info

Abbrev

jpd

Publisher

Subject

Education Other

Description

Literasi ( Jurnal Pendidikan Dasar) is managed by the Primary School Teacher Education Study Program, Faculty of Education, PGRI University Semarang. The focus and scope of the journal are the results of research on education and learning at all levels, such as 1. Early Childhood Education 2. Basic ...