Pengaruh Media Pembelajaran Permainan Ular Tangga terhadap Motivasi Belajar Geografi
Abstract
Students’ learning motivation in geography tends to be low, which affects their engagement during the learning process. This condition indicates the need for innovative learning media to enhance students’ interest and participation. This study aims to analyze the effect of using snakes and ladders game-based learning media on students’ motivation in geography learning. The research employed a quantitative approach with a quasi-experimental nonequivalent control group design. The sample consisted of two classes, namely the experimental and control classes, each comprising 32 students. Data were collected using a learning motivation questionnaire administered before and after the treatment, and analyzed using t-test and N-Gain analysis. The results showed a significant difference between the experimental and control classes (Sig. < 0.05). The average N-Gain of the experimental class was in the moderate to high category, while the control class was in the low category. The use of snakes and ladders learning media is effective in improving students’ learning motivation in geography.
Keywords
Full Text:
PDFReferences
Herliana, D. D. (2025). Media pembelajaran berbasis game ular tangga untuk meningkatkan motivasi belajar siswa. 3.
Hidayat, dkk. (2020). Pengembangan Media Permainan Ular Tangga untuk Meningkatkan Motivasi Belajar Matematika Siswa. Prosiding Seminar Nasional Pendidikan Matematika.
Iba, & Wardhana. (2023). Metide penelitian.
Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of Instructional Development, 10(3), 2–10. https://doi.org/10.1007/BF02905780
Learning to Think Spatially: GIS as a Support System in the K-12 Curriculum (hlm. 11019). (2006). National Academies Press. https://doi.org/10.17226/11019
Oktaviani, dkk. (2021). Pengaruh Pembelajaran Quantum Learning melalui Permainan Ular Tangga terhadap Perkembangan Kognitif Anak Kelompok B2 di TK Aisyiyah Bustanul Athfal 1 Pontianak. 3(2). https://doi.org/10.29406/jepaud.v3i2.604
Puspitasari, A., Rudianto, B., & Prasetya, M. A. (2022). Game Eedukasi pengenalan tumbuh untuk anak sekolah dasar kelas 3 augmented reality. JIKA (Jurnal Informatika), 6(1), 10. https://doi.org/10.31000/jika.v6i1.5155
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54–67. https://doi.org/10.1006/ceps.1999.1020
Sardiman A. M. (2000). Interaksi & motivasi belajar mengajar. PT RajaGrafindo Persada.
Sianturi, R. (2022). Uji homogenitas sebagai syarat pengujian analisis. Jurnal Pendidikan, Sains Sosial, dan Agama, 8(1), 386–397. https://doi.org/10.53565/pssa.v8i1.507
Sijabat, M. P., Hutabarat, K., Sitorus, L., Salsabilla, S., & Khairunnisa, K. (2024). Media Pembelajaran Interaktif dalam Meningkatkan Hasi Belajar Siswa Kelas V di Sekolah Dasar. Jurnal Basicedu, 8(3), 2398–2409. https://doi.org/10.31004/basicedu.v8i3.7941
Sugianto, H. (2023). Game-Based Learning in Enhancing Learning Motivation. International Journal of Instructional Technology, 2(1), 22–33. https://doi.org/10.33650/ijit.v2i1.9324
Sugiyono. (t.t.). Metode Penelitian Kuantitatif, Kualitatif, dan R & D (2 ed.). Alfabeta, Bandung, 2019.
Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif, dan R & D (2 ed.). Alfabeta, Bandung, 2019.
Sung, Y.-T., Liao, C.-N., Chang, T.-H., Chen, C.-L., & Chang, K.-E. (2016). The effect of online summary assessment and feedback system on the summary writing on 6th graders: The LSA-based technique. Computers & Education, 95, 1–18. https://doi.org/10.1016/j.compedu.2015.12.003
DOI: https://doi.org/10.37905/geojpg.v4i2.38346
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Juwita Rahmi

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






