Pengembangan Media Ular Tangga Berbantuan Augmented Reality untuk Meningkatkan Hasil Belajar Keberagaman Budaya Indonesia pada Siswa Kelas IV
Abstract
This study was motivated by the limited number of studies on the development of educational game-based learning media integrated with augmented reality technology in Pancasila Education, even though the use of innovative media has a significant impact on improving students’ learning outcomes and engagement. The purpose of this study was to develop and examine the feasibility and effectiveness of an augmented reality”“assisted snakes and ladders learning media to improve learning outcomes on the topic of Indonesian cultural diversity among fourth-grade students at SDN Karangtengah Kaliwungu. The research employed a Research and Development (R&D) method using the ADDIE model, involving 19 students selected through purposive sampling. Data were collected using media expert and content expert validation sheets, teacher and student response questionnaires, as well as pretest and posttest instruments, and were analyzed using normality tests, paired sample t-tests, and N-Gain analysis. The results showed that the augmented reality”“assisted snakes and ladders media was categorized as very feasible based on media expert validation with a score of 91.6% and content expert validation with a score of 92.5%, while the small-scale trial yielded feasibility scores of 88% from students and 98% from teachers, and the large-scale trial obtained a student response score of 90%. The effectiveness test indicated a significant improvement in learning outcomes, as evidenced by an increase in the average pretest score of 51.16 to a posttest score of 80.63, a paired sample t-test significance value of 0.000 (p < 0.05), and an N-Gain score of 0.60 classified as moderate. In conclusion, the augmented reality”“assisted snakes and ladders learning media is feasible and moderately effective in improving elementary students’ learning outcomes on Indonesian cultural diversity, contributing theoretically to the enrichment of game-based learning and augmented reality media studies and practically providing teachers with an alternative for implementing more interactive and contextual Pancasila Education learning.
Keywords
Pengembangan; Ular Tangga; Augmented Reality; Hasil Belaajr; Pendidikan PancasilaReferences
- Abi Hikmatul Isya’i, & Bektiningsih, K. (2025). Pengembangan media pembelajaran flashcard berbasis augmented reality dalam meningkatkan kemampuan hasil belajar peserta didik pada materi Pancasila dalam diriku pada peserta didik kelas IV SD Negeri Podorejo 03. Fondatia: Jurnal Pendidikan Dasar, 9(1), 118–138. https://doi.org/10.36088/fondatia.v9i1.5625
- Ananta, Y. B. G., & Isdaryanti, B. (2025). Pengembangan Media Pembelajaran IPAS Flashcard Barcode untuk Meningkatkan Hasil Belajar SD Negeri Sadeng 02 Semarang. FONDATIA, 9(3), 620-637. https://doi.org/10.36088/fondatia.v9i3.5877
- Andini, S., Munjiatun, & Noviana, E. (2025). Pengembangan media pembelajaran ular tangga keberagaman Indonesia (UTAGASIA) untuk pembelajaran PPKn di kelas V sekolah dasar. Didaktik: Jurnal Ilmiah PGSD STKIP Subang, 11(3), 374–378. https://doi.org/10.36989/didaktik.v11i03.7428
- Condrowardani, W., Sri Hudiarini, & Fadholi. (2024). Penguatan Nilai Pancasila Dengan Media Permainan Ular Tangga Pancasila Pada Anak. Jurnal Pengabdian Polinema Kepada Masyarakat, 11(1), 81–87. https://doi.org/10.33795/jpkm.v11i1.4937
- Damayanti, S. K., Afiyanti, I. N., & Ferdiyansyah, A. (2025). Studi Kasus : Implementasi Board Game Arena Jelajah Bencana Berbasis Augmented Reality Sebagai Media Pembelajaran IPS Pada Kelas V SDN Surgi Mufti 4.
- Diani, D. P., & Wulandari, D. (2025). Development of Flashcard Media Assisted by Augmented Reality in Improving Learning Outcomes in Learning IPAS. 11(3), 34–43. https://doi.org/10.29303/jppipa.v11i3.10724
- Hasan, M., Milawati, M., Darodjat, D., Harahap, T. K., Tahrim, T., Anwari, A. M., ... & Indra, I. (2021). Media pembelajaran.
- Hiranmayena, N. P. C., Suastra, I. W., & Suarni, N. K. (2025). Pengembangan media UTALA (Ular Tangga Pancasila) bermuatan kearifan lokal Jegog untuk meningkatkan prestasi belajar siswa pada pendidikan Pancasila siswa kelas IV Sekolah Dasar. PENDASI: Jurnal Pendidikan Dasar Indonesia, 9(1), 41–45. https://doi.org/10.23887/jurnal_pendas.v9i1.4864
- Ihwan, M., Athoillah, M. Z., Wicaksono, E. B., & Kusuma, A. R. (2023). Taksonomi Hasil Belajar Menurut Benyamin S. Bloom. Jurnal Multidisiplin Madani, 2(9). https://doi.org/10.55927/mudima.v2i9.1132
- Irwanto, I., Dianawati, R., & Lukman, I. R. (2022). Trends of Augmented Reality Applications in Science Education : A Systematic Review from 2007 to 2022. 17(13), 157–175. https://doi.org/10.3991/ijet.v17i13.30587
- Kholidah, D. R., & Fitriah, I. L. (2024). Pengembangan media ular tangga digital untuk meningkatkan hasil belajar siswa kelas v madrasah ibtidaiyah thoriqoh hidayah. AKSELERASI: Jurnal Pendidikan Guru MI, 5(1), 56-66. https://doi.org/10.35719/akselerasi.v5i1.675
- Listiani, W., & Rachmawati, R. (2023). Transformasi Taksonomi Bloom dalam Evaluasi Pembelajaran Berbasis HOTS. Jurnal Jendela Pendidikan, 2(3), 266. https://doi.org/10.57008/jjp.v2i03.266
- Novela, D., Ari Suriani, & Sahrun Nisa. (2024). Implementasi Pembelajaran Inovatif melalui Media Digital di Sekolah Dasar. Journal of Practice Learning and Educational Development, 4(2), 100–105. https://doi.org/10.58737/jpled.v4i2.283
- Nurfadhillah, S. (2021). MEDIA PEMBELAJARAN Pengertian Media Pembelajaran, Landasan, Fungsi, Manfaat, Jenis-Jenis Media Pembelajaran, dan Cara Penggunaan Kedudukan Media Pembelajaran. CV Jejak (Jejak Publisher).
- Prabowo, E., & Wakhudin, W. (2024). Pengembangan Media Augmenteded Reality (AR) untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran IPAS Kelas 4 SD Negeri 3 Linggasari. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 4(2), 591–604. https://doi.org/10.53299/jppi.v4i2.552
- Rayanto, Y. H. (2020). Penelitian pengembangan model addie dan r2d2: teori & praktek. Lembaga Academic & Research Institute.
- Rukayah, Daryanto, J., Ragil, I., Atmojo, W., Ardiansyah, R., Saputri, D. Y., & Salimi, M. (2022). Augmented Reality Media Development in STEAM Learning in Elementary Schools Rukayah. 27(3), 463–471. https://doi.org/10.18280/isi.270313
- Septiana, E. B., Widodo, S. T., & Semarang, U. N. (2025). Pengembangan Media Ular Tangga Berbasis Genially untuk Meningkatkan Pemahaman Keragaman Budaya di Sekolah Dasar. 5(2). https://doi.org/10.62491/njpi.2025.v5i2-5
- Setiani, G. A. K., & Handayani, D. A. P. (2022). Permainan Ular Tangga: Media Pembelajaran Siswa Kelas V Sekolah Dasar. Mimbar Ilmu, 27(2), 262–269. https://doi.org/10.23887/mi.v27i2.49128
- Sugiyono. (2021). Buku Metode Penelitian Pendidikan (kuantitatif,kualitatif,kombinasi R&D dan Penelitian Pendidikan. In Penerbit ALFABETA BANDUNG.
- Yamtinah, S., Elfi Susanti, V. H., Saputro, S., Ariani, S. R. D., Shidiq, A. S., Sari, D. R., & Ilyasa, D. G. (2023). Augmented reality learning media based on tetrahedral chemical representation: How effective in learning process? Eurasia Journal of Mathematics, Science and Technology Education, 19(8). https://doi.org/10.29333/ejmste/13436