Purpose: This study aims to develop IPAS learning media in the form of a board game oriented towards contextual science concepts based on local wisdom and analyze the feasibility of the Jalpama board game media ethnoscience-based Pranata Mangsa to optimize science literacy of elementary school students. Methodology: The method used in this research is R&D through the ADDIE model and is limited to the media development stage. Data will be collected using interviews, documentation, and questionnaires using validation sheets. Data analysis techniques used qualitative and quantitative methods. Results: This research has the results of an ethnoscience-based board game media product called JALPAMA (Jejak Alam Pranata Mangsa), which includes natural resource preservation material as climate change mitigation by containing several game components, namely the game board, companion cards containing contextual information and questions about seasonal changes, natural resources and climate change, as well as supporting devices in the form of instructions for use, pawns, and dice. Based on the media feasibility test results, a percentage score of 91% was obtained, so the criteria for the JALPAMA board game media were said to be "very worthy." Meanwhile, the material expert obtained a percentage score calculation of 96.25%, so the JALPAMA media criteria were declared "very worthy." Applications/Originality/Value: The ethnoscience-based board game Pranata Mangsa uniquely employs local wisdom from Surakarta to enhance science literacy as IPAS learning media. Inspired by Monopoly, it features an engaging format with companion cards, while its distinct point system offers enjoyable motivation for students in their science learning.
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