Development of Ludo Game Learning Media for Social Studies Subjects in Grade IV of Napallicin Elementary School

Authors

  • Intan Puspita Universitas PGRI Silampari, Indonesia
  • Dian Samitra Universitas PGRI Silampari, Indonesia
  • Sujarwo Sujarwo Universitas PGRI Silampari, Indonesia

DOI:

https://doi.org/10.59525/gej.v3i2.671

Keywords:

IPS, Learning Media, Ludo Game

Abstract

The purpose of this study was to develop a ludo game learning media in social studies subjects in grade IV of Napallicin State Elementary School. Testing the validity. Practicality, and effectiveness of the ludo game learning media in social studies subjects in grade IV of Napallicin State Elementary School. The method used in this study is the ADDIE Development method. This development research produces a valid, practical, and effective ludo game product, namely the validity of the learning media that has been developed is included in the "Valid" category with the Aiken'V coefficient determined based on the results of the ludo game media assessment by the three validators, namely language experts 0.92, material experts 0.95, and media experts 0.83. The practicality of the ludo game media shows an Aiken'V coefficient of 89% which is determined based on the results of the calculation of the practicality questionnaire of the responses given by students to the ludo game media. So that the ludo game in social studies subjects in grade IV of Napallicin State Elementary School is included in the "Very Practical" category. Ludo game media in social studies subjects in grade IV of SD Negeri Napallicin has an effect on student learning outcomes where only 2 students did not complete and 18 students were deferred with an average of 84.3% in the category "Very Effective". This media can help students and teachers in classroom learning, especially in the material of Norms in the customs of my region.

References

Akhter, S., Mahr, F., & Imtiaz, A. (2021). Exploring Restorative Justice: An Alternate Dispute Resolution Mechanism in Islamic Law and Customary Law. Journal of Law & Social Studies (JLSS), 5(4), 625–636.

Almeida, F., & Simoes, J. (2019). The role of serious games, gamification and industry 4.0 tools in the education 4.0 paradigm. Contemporary Educational Technology, 10(2), 120–136.

Ayua, B., Etta, C., Nkemdilim, M., Ntol, A., Ndifon, A., Obun, M., … Oluwatobi, J. (2023). Electronic media learning technologies and environmental education pedagogy in tertiary institutions in Nigeria. Social Sciences & Humanities Open, 9, 1–7. https://doi.org/10.1016/j.ssaho.2023.100760

Bukit, S. (2022). Implementation of the Contextual Approach in Improving Science Learning Outcomes in Elementary Schools Implementasi Pendekatan Kontekstual dalam Meningkatkan Hasil Belajar IPA di Sekolah Dasar. Asian Journal of Natural Sciences, 1(1), 17–30. https://doi.org/https://doi.org/10.55927/ajns.v1i1.1905

Chen, C.-H., Shih, C.-C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research and Development, 68, 1855–1873.

Eyob Kenta, A. (2019). An Investigation into Factors that Affect Students’ Writing Skills: The Case of Sodo Secondary School. English Language, Literature & Culture, 4(2), 54. https://doi.org/10.11648/j.ellc.20190402.14

Faisal, P., & Kisman, Z. (2020). Information and communication technology utilization effectiveness in distance education systems. International Journal of Engineering Business Management, 12, 1–9. https://doi.org/10.1177/1847979020911872

Hergüner, G., Yaman, Ç., Sari, S. Ç., Yaman, M. S., & Dönmez, A. (2021). The Effect of Online Learning Attitudes of Sports Sciences Students on their Learning Readiness to Learn Online in the Era of the New Coronavirus Pandemic (Covid-19). TOJET: The Turkish Online Journal of Educational Technology, 20(1), 68–77.

Indah Sari, Anni Holila Pulungan, & Rahmad Husein. (2020). Students’ Cognition and Attitude in Writing Descriptive Text. Britain International of Linguistics Arts and Education (BIoLAE) Journal, 2(1), 395–404. https://doi.org/10.33258/biolae.v2i1.210

Mahendra, F. F. N. (2020). Acitya : Journal of Teaching & Education. Journal of Teaching and Education, 2(1), 71–81.

Matriano, E. A. (2020). Ensuring Student-Centered, Constructivist and Project-Based Experiential Learning Applying the Exploration, Research, Interaction and Creation (ERIC) Learning Model. International Online Journal of Education and Teaching, 7(1), 214–227.

Nabilah Mokhtar, Lim Zhi Xuan, Lokman, H. F., & Noor Hayati Che Mat, N. H. C. M. (2023). Theory, Literature Review, and Fun Learning Method Effectiveness in Teaching and Learning. International Journal of Social Science and Education Research Studies, 03(08), 1738–1744. https://doi.org/10.55677/ijssers/v03i8y2023-30

O’Connor, J., Ludgate, S., Le, Q.-V., Le, H. T., & Huynh, P. D. P. (2023). Lessons from the pandemic: Teacher educators’ use of digital technologies and pedagogies in Vietnam before, during and after the Covid-19 lockdown. International Journal of Educational Development, 103(January), 1–10. https://doi.org/10.1016/j.ijedudev.2023.102942

Oberoi, P., Patel, C., & Haon, C. (2017). Technology sourcing for website personalization and social media marketing: A study of e-retailing industry. Journal of Business Research, 80(June), 10–23. https://doi.org/10.1016/j.jbusres.2017.06.005

Sangsawang, T. (2015). Instructional Design Framework for Educational Media. Procedia - Social and Behavioral Sciences, 176, 65–80. https://doi.org/10.1016/j.sbspro.2015.01.445

Sulaiman, T. T., Mahomed, A. S. B., Rahman, A. A., & Hassan, M. (2022). Examining the influence of the pedagogical beliefs on the learning management system usage among university lecturers in the Kurdistan Region of Iraq. Heliyon, 8(6), 1–9. https://doi.org/10.1016/j.heliyon.2022.e09687

Suri, P. A., Syahputra, M. E., Amany, A. S. H., & Djafar, A. (2023). Systematic literature review: The use of virtual reality as a learning media. Procedia Computer Science, 216, 245–251. https://doi.org/10.1016/j.procs.2022.12.133

Syamsul, A., Basyaruddin, & Yuhdi, A. (2020). Integration of High Order Thinking Skills in Research Method Subject in University. Britain International of Linguistics Arts and Education (BIoLAE) Journal, 2(1), 378–383. https://doi.org/10.33258/biolae.v2i1.207

Tafani, T., & Kamaludin, A. (2023). Development of PowToon Animation Video on Joyful Learning Loaded Reaction Rate Material to Increase High School Students’ Learning Motivation. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 9(1), 258–271. https://doi.org/10.33394/jk.v9i1.7057

Wang, X., & Dostál, J. (2018). Using digital educational games for English foreign language learning. EDULEARN18 Proceedings, 144–148. IATED.

Published

2025-05-21

How to Cite

Puspita, I. ., Samitra, D. ., & Sujarwo, S. (2025). Development of Ludo Game Learning Media for Social Studies Subjects in Grade IV of Napallicin Elementary School. Global Education Journal, 3(2), 135–141. https://doi.org/10.59525/gej.v3i2.671