Pengembangan Media Permainan Ular Tangga untuk Kesadaran Guna Perilaku Kedisiplinan Siswa di SMA Negeri 4 Kota Serang

The study aims to develop a snake and ladder game media, in order to determine the awareness of students' disciplinary behavior at SMA Negeri 4 Kota Serang after using the snake and ladder game learning media. The method used is Research and Development (R&D) with the development of the 4D model. The results of the product feasibility test obtained an average value of 86%, which means it is very feasible to be implemented. Limited trials were conducted on The trial was conducted on 11 students of class X MIPA 6 SMAN 4 Kota Serang who were identified as having a low level of discipline. The results of the data analysis showed that although the majority of students showed good disciplinary behavior, there was a group of students with a low level of discipline. This indicates the need for innovative and fun learning strategies to increase awareness and disciplinary behavior, especially for students with low scores

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Publication Details

Journal
Edukasi Elita Jurnal Inovasi Pendidikan
Published
2025-05-07
DOI
https://doi.org/10.62383/edukasi.v2i3.1547
Primary Topic
STEM Education
Type
article
Field-Weighted Citation Impact
0.00
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article

Pengembangan Media Permainan Ular Tangga untuk Kesadaran Guna Perilaku Kedisiplinan Siswa di SMA Negeri 4 Kota Serang

Raudah Zaimah Dalimunthe, Meilla Dwi Nurmala, Hanny Putri Nirmala
Edukasi Elita Jurnal Inovasi Pendidikan
STEM Education
article

Pengembangan Media Permainan Ular Tangga untuk Kesadaran Guna Perilaku Kedisiplinan Siswa di SMA Negeri 4 Kota Serang

Raudah Zaimah Dalimunthe, Meilla Dwi Nurmala, Hanny Putri Nirmala
article en

Abstract

The study aims to develop a snake and ladder game media, in order to determine the awareness of students' disciplinary behavior at SMA Negeri 4 Kota Serang after using the snake and ladder game learning media. The method used is Research and Development (R&D) with the development of the 4D model. The results of the product feasibility test obtained an average value of 86%, which means it is very feasible to be implemented. Limited trials were conducted on The trial was conducted on 11 students of class X MIPA 6 SMAN 4 Kota Serang who were identified as having a low level of discipline. The results of the data analysis showed that although the majority of students showed good disciplinary behavior, there was a group of students with a low level of discipline. This indicates the need for innovative and fun learning strategies to increase awareness and disciplinary behavior, especially for students with low scores

Edukasi Elita Jurnal Inovasi PendidikanVol. 2(3)
Sultan Ageng Tirtayasa University (ID)
Openalex Percentile: Top 87%
STEM Education
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