Learning media in Singaparna sub-district schools have several obstacles, namely the achievement of student learning outcomes in science material is still below KKM, which reaches an average score of <75 and the lack of use of learning media from teachers, especially on human motion system material. The purpose of this study was to determine the development of carangka (Chess Frame) game media on human motion system material as a learning tool for grade V elementary school students The method used for this research is RnD (Research and Development) with a research design proposed by Borg and Gall, namely 10 stages. The data collection techniques used are observation, interviews, questionnaires, and tests. Based on the results of the product feasibility test research conducted at SDN 6 Singaparna with a total of 28 students with the results of 18 students experiencing an increase in scores in the high category, 7 students in the medium category, and 3 students in the low category. This data shows that the majority of students are in the high increase category, so it can be concluded that the use of carangka game media is effective in improving student learning outcomes at SDN 6 Singaparna.
Copyrights © 2025