Integrating Role-playing into Board Games for History Education: Developing Non-digital Media to Boost Social Interaction

History education in primary schools should impart the noble values of the past, but it is often one-sided and lacks media, creating a passive and monotonous learning experience. This study aims to develop a non-digital board game integrated with role-playing features to promote the application of heroic values through social interactions among students. The research employed a Research and Development (R&D) design using the 4D development model. The development process involved four experts, four teachers, and 30 Phase C students (grades 5 and 6) from two elementary schools in Bukittinggi City and Agam Regency. Data were collected through observation sheets, interviews, and questionnaires. Based on expert evaluations during the Develop stage, the role-play-integrated board game achieved an average validity score of 90.2% for instructional aspects and 87.3% for technical media aspects. Quantitative testing during the Develop stage indicated high practicality, with average scores of 93.1% from student questionnaires and 94.5% from teacher questionnaires. In conclusion, the role-play-integrated board game developed in this study is deemed valid and practical for use in teaching history to Phase C students. Future research could examine the effectiveness of this board game in enhancing various social skills closely tied to social interaction, such as collaboration, competition, and others.

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Publication Details

Journal
MIMBAR PGSD Undiksha
Published
2024-10-25
DOI
https://doi.org/10.23887/jjpgsd.v12i3.87049
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Integrating Role-playing into Board Games for History Education: Developing Non-digital Media to Boost Social Interaction

Alwen Bentri, Istiqomah As Sayfullooh, María Montessori, Irdamurni Irdamurni et al.
MIMBAR PGSD Undiksha
Educational Games and Gamification
article

Integrating Role-playing into Board Games for History Education: Developing Non-digital Media to Boost Social Interaction

Alwen Bentri, Istiqomah As Sayfullooh, María Montessori, Irdamurni Irdamurni, Nafsi Latifah, Agung Marhadi
article en

Abstract

History education in primary schools should impart the noble values of the past, but it is often one-sided and lacks media, creating a passive and monotonous learning experience. This study aims to develop a non-digital board game integrated with role-playing features to promote the application of heroic values through social interactions among students. The research employed a Research and Development (R&D) design using the 4D development model. The development process involved four experts, four teachers, and 30 Phase C students (grades 5 and 6) from two elementary schools in Bukittinggi City and Agam Regency. Data were collected through observation sheets, interviews, and questionnaires. Based on expert evaluations during the Develop stage, the role-play-integrated board game achieved an average validity score of 90.2% for instructional aspects and 87.3% for technical media aspects. Quantitative testing during the Develop stage indicated high practicality, with average scores of 93.1% from student questionnaires and 94.5% from teacher questionnaires. In conclusion, the role-play-integrated board game developed in this study is deemed valid and practical for use in teaching history to Phase C students. Future research could examine the effectiveness of this board game in enhancing various social skills closely tied to social interaction, such as collaboration, competition, and others.

MIMBAR PGSD UndikshaVol. 12(3)
Openalex Percentile: Top 63%
Educational Games and Gamification
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