The low level of cultural understanding among fifth-grade students at SDN 1 Karangan, SDN 2 Karangan, and SDN 2 Salamrejo was influenced by the limited availability of cultural literature in schools and the inadequate use of learning media that supports the introduction of Nusantara culture. This study aimed to develop a Nusantara culture-based ladder game and to examine its feasibility and effectiveness in improving the cultural understanding of fifth-grade elementary school students. The study employed the Research and Development (R&D) method using the ADDIE development model, which consists of the stages of analyze, design, develop, implement, and evaluate. The research subjects consisted of 64 fifth-grade students. Data collection techniques included observation, interviews, questionnaires, and documentation. Data were analyzed using quantitative and qualitative analysis techniques. The results shower that the Nusantara culture-based ladder game media achieved a very high level of feasibility, with validation scores of 87,5 % form media experts, 95,4%, form material expertas, and 92,3% form language experts. In addition, student responses reached 98,7% in the small-scale trial and 99,1% in the large-scale trial. The effectiveness test using the N-Gain score obtained a result of 0,71, which falls into the high category. Based on these findings, the Nusantara culture-based ladder game media was declared feasible, practical, and effective for improving students’ cultural understanding.
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