PENGEMBANGAN MEDIA LUDO PINTAR UNTUK MENINGKATKAN KETERAMPILAN SOSIAL SISWA KELAS IV PADA MATERI KEKAYAAN BUDAYA INDONESIA DI MIS AL-IKHLAS NAGA TIMBUL
Abstract
This research aims to develop Smart Ludo as a learning medium designed to enhance the social skills of fourth-grade students in the topic of Indonesian Cultural Heritage at MIS Al-Ikhlas Naga Timbul. The research method adapted the ADDIE development model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. The research instruments included validation sheets for material and media experts, practicality questionnaires for teachers and students, and learning achievement tests in the form of pretests and posttests. The research findings show that the feasibility level of the media, based on the assessment of the material expert, reached 90%, and the media expert assessment reached 92.5%, both of which fall into the very valid category. The practicality of the media, according to the teacher, scored 91% very practical, while the student assessment was 89.5% practical. The effectiveness of the media was reflected in the increase in students’ average scores from 63.33 in the pretest to 85.95 in the posttest, with an N-Gain value of 0.61, categorized as medium to high. Observations and interviews during the learning process showed that students became more enthusiastic, actively engaged in discussions, and demonstrated better teamwork skills. Teachers also noted that the use of this medium successfully created active, interactive, and enjoyable learning experiences. Therefore, Smart Ludo is proven to be feasible, practical, and effective for use in teaching Indonesian Cultural Heritage material, while contributing positively to improving students’ social skills.
Downloads
References
Fitrah Sugiarto, Sumarlin, Muhammad Subki,. 2021. “Penafsiran QS. Al-Hujurat [49] Ayat 13 Tentang Kesetaraan Gender Dalam Al-Qur’an Menurut Quraish Shihab Dan Sayyid Quthb.” Al Furqan: Jurnal Ilmu Al Quran Dan Tafsir 4 (1).
Lestari dan Eka Yusnaldi. 2024. “Pengembangan Media Monopoli Pintar Keragaman Budaya Sumatera Utara Untuk Meningkatkan Pengetahuan Siswa” 13 (001).
Meylinda, dkk. 2023. “Validitas Dan Praktikalitas Pengembangan Media Video Digital KineMaster Pada Pembelajaran PPKn di Kelas IV.” Jurnal Elementaria Edukasia 6 (4).
Milala, dkk. 2021. “Keefektifan Dan Kepraktisan Media Pembelajaran Menggunakan Adobe Flash Player.” Jurnal Pendidikan Teknik Elektro 11 (02).
Ningsi, dkk. 2020. “Pengembangan Media Game Ludo Materi Animalia Pada Siswa Kelas X SMA Islam Darussalam Pannyangkalang Gowa.” Jurnal Al-Ahya 2 (2).
Oktaria, dkk. 2024. “Pengembangan Media Lupirpa ( Ludo Pintar IPA ) Pada Materi Bagian Tubuh Tumbuhan Kelas IV SD Negeri 13 Palembang Development Of Lupirpa Media ( Ludo Pintar IPA ) On Class IV Plant Body Parts Material SD Negeri 13 Palembang” 10 (2).
Riris Nurkholidah Rambe dan Sahkholid Nasution. 2023. “Pengaruh Media Pembelajaran Ular Tangga Raksasa Terhadap Minat Belajar Siswa Pada Mata Pelajaran PKn Kelas 4 SD Muhammadiyah 08 Medan.” ALFIHRIS : Jurnal Inspirasi Pendidikan 1 (4).
Sugiyono. 2023. Metode Penelitian & Pengembangan (Research and Development). 3rd ed. Bandung: Penerbit Alfabeta.
Taufik Rusmayana. 2021. Model Pembelajaran Addie Integrasi Pedati di SMK PGRI Karisma Bangsa Sebagai Pengganti Praktek Kerja Lapangan dimasa Pandemi Covid-19. Bandung: Penerbit Widina Bhakti Persada Bandung.
Waldi, Irfa, Syah Wardi, Rizkika Walda Lubis, and Nur Habibah. “THE PEDAGOGICAL INTERNALIZATION OF HADITH ON COMMUNICATION ETHICS : An Islamic Educational Strategy for Countering Digital Disinformation and Cyberbullying.” Fitrah: Journal of Islamic Education 7, no. 1 (2026): 127–47. https://doi.org/https://doi.org/10.53802/fitrah.v7i1.1556.
Copyright (c) 2026 Abdul Gani Jamora Nasution, Rabiatul Adawiyah Batubara

This work is licensed under a Creative Commons Attribution 4.0 International License.













