Instruction in Natural and Social Sciences (IPAS) regarding the history of kingdoms in the Indonesian archipelago faces various challenges, particularly low student engagement and limited use of instructional media. This study aims to analyze the implementation of the "SEJAKERA" interactive educational game multimedia within the fourth-grade IPAS curriculum. The study employs the Research and Development (R&D) method using the ADDIE model. The research subjects consisted of 28 fourth-grade elementary school students. Data collection involved expert validation questionnaires, student response questionnaires, and learning outcome tests. Research instruments included observation sheets, interview guidelines, and validation sheets for content, instructional design, and media experts. Data analysis utilized both descriptive and inferential statistical techniques. The results indicate that the "SEJAKERA" interactive multimedia achieved validity scores of 90.38% from content experts, 95.00% from instructional design experts, and 93.75% from media experts, all falling into the "very good" category. Individual trial results showed a score of 82.64%, while the small-group trial scored 87.96%, both falling into the "good" category. Furthermore, effectiveness tests demonstrated that the media is suitable and effective for teaching the history of Indonesian kingdoms in fourth-grade IPAS classes. It is concluded that the "SEJAKERA" interactive educational game serves as engaging, interactive instructional media capable of fostering active student participation in the learning process. The study implies that the use of game-based interactive multimedia offers an alternative for elementary school teachers to create more innovative IPAS lessons.
Copyrights © 2026