Pengembangan Game Pembelajaran IPAS Pada Siswa SD Berbasis Kearifan Lokal Pendekatan Konteksual

The problem in this study is that it is still difficult to understand abstract material and the lack of utilization of learning media, so this study is motivated to obtain snakes and ladders learning media to improve students' understanding of the material on Indonesian cultural diversity in a more interactive and enjoyable way. This study aims to produce valid, practical and effective snakes and ladders learning media. The method used in this study is the 3D model (Define, Design, Development). This 3D model is very identical to the development of a product for use in learning. The results of the study show that the snakes and ladders learning media developed in this study fall into the very valid criteria. There are 3 aspects assessed in this validity, namely media validity, material validity, language validity. From the three validations, a validity value of 89.3% was obtained with the criteria "very valid". Based on the one-to-one trial of the student questionnaire, the practicality value was obtained at 99.6% with the criteria "very practical" and based on the small group trial, the value was obtained at 99.5% with the criteria "very practical" and the test effectiveness trial obtained a value of 86.36% with the criteria "very effective". So the development of this snake and ladder learning media is declared valid, practical, and effective.

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Publication Details

Journal
Jurnal Ilmiah Profesi Pendidikan
Published
2025-08-05
DOI
https://doi.org/10.29303/jipp.v10i3.3753
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

Pengembangan Game Pembelajaran IPAS Pada Siswa SD Berbasis Kearifan Lokal Pendekatan Konteksual

Neta Dian Lestari, Sylvia Lara Syaflin, Amelia Amelia
Jurnal Ilmiah Profesi Pendidikan
Educational Methods and Media Use
article

Pengembangan Game Pembelajaran IPAS Pada Siswa SD Berbasis Kearifan Lokal Pendekatan Konteksual

Neta Dian Lestari, Sylvia Lara Syaflin, Amelia Amelia
article en

Abstract

The problem in this study is that it is still difficult to understand abstract material and the lack of utilization of learning media, so this study is motivated to obtain snakes and ladders learning media to improve students' understanding of the material on Indonesian cultural diversity in a more interactive and enjoyable way. This study aims to produce valid, practical and effective snakes and ladders learning media. The method used in this study is the 3D model (Define, Design, Development). This 3D model is very identical to the development of a product for use in learning. The results of the study show that the snakes and ladders learning media developed in this study fall into the very valid criteria. There are 3 aspects assessed in this validity, namely media validity, material validity, language validity. From the three validations, a validity value of 89.3% was obtained with the criteria "very valid". Based on the one-to-one trial of the student questionnaire, the practicality value was obtained at 99.6% with the criteria "very practical" and based on the small group trial, the value was obtained at 99.5% with the criteria "very practical" and the test effectiveness trial obtained a value of 86.36% with the criteria "very effective". So the development of this snake and ladder learning media is declared valid, practical, and effective.

Jurnal Ilmiah Profesi PendidikanVol. 10(3)
Universitas Palembang (ID), Universitas PGRI Palembang
Openalex Percentile: Top 71%
Educational Methods and Media Use
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Pengembangan Game Pembelajaran IPAS Pada Siswa SD Berbasis Kearifan Lokal Pendekatan Konteksual — Neta Dian Lestari, Sylvia Lara Syaflin, et al. · Jurnal Ilmiah Profesi Pendidikan (2025) | TGRS Research Map | TGRS