PENGEMBANGAN MEDIA PEMBELAJARAN GAME-BASED LEARNING BERBASIS KEARIFAN LOKAL UNTUK MENINGKATKAN PEMAHAMAN NILAI BUDAYA PADA SISWA SD
DOI:
https://doi.org/10.51878/academia.v6i4.12543Keywords:
Media Pembelajaran, Budaya, Sekolah DasarAbstract
This research is based on the low understanding of local cultural values in elementary school students due to learning that is still dominated by lecture methods and less use of interactive media. This condition causes students to be less actively involved in the learning process, so cultural values have not been optimally internalized. This research aims to develop a local wisdom-based game-based learning medium in the form of Room Challenges Heritage (WANGTARA) to increase the understanding of cultural values in elementary school students. The research method used is Research and Development (R&D) with an ADDIE model that includes the Analysis, Design, Development, and Implementation stages. The research was conducted at SDN SKIP Sukabumi City in the last semester of the 2026/2027 school year with research subjects consisting of material experts, media experts, V-grade teachers, and 19 V-grade students. Data collection techniques use observations, interviews, documentation, and angkets, while research instruments include expert validation sheets, practitioner angkets, student response angkets, and pre-test and post-test tests. Research results show that WANGTARA media was successfully developed through Genially's platform by combining elements of escape room games and local cultural heritage materials. Media implementation shows a positive response from students because it is able to create interactive, challenging, and fun learning. It also encourages students' active involvement in collaborative activities and critical thinking, and helps them understand local cultural values more meaningfully. Thus, WANGTARA learning media has the potential to be an innovative alternative in learning cultural values in elementary schools.
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