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Journal of Primary Education: Mohammad Latiful Amin, Sri Sulistyorini & Sugianto
Journal of Primary Education: Mohammad Latiful Amin, Sri Sulistyorini & Sugianto
9 (1) (2020) : 68 – 74
https://journal.unnes.ac.id/sju/index.php/jpe/article/view/28754
1
Madrasah Ibtidaiyah Nahdlatul Ulama Imaduddin Hadiwarno, Kudus, Jawa Tengah, Indonesia
2
Universitas Negeri Semarang, Indonesia
Correspondence address: p-ISSN 2252-6404
Kulonkali, Hadiwarno, Mejobo, Kudus, Jawa Tengah, 59381
e-ISSN 2502-4515
E-mail: mohammadlatifulamin319@gmail.com
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Mohammad Latiful Amin, Sri Sulistyorini & Sugianto
Journal of Primary Education 9 (1) (2020) : 68 – 74
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Mohammad Latiful Amin, Sri Sulistyorini & Sugianto
Journal of Primary Education 9 (1) (2020) : 68 – 74
obtained through practical activities (doing) and The use of snake ladder media in this study
expressed (stated) by others. In line with that, combines various types of media needed in the
Afandi (2015) explained that learning media game, including media images, experimental
could provide an understanding of abstract video media, and media props that will be used
concepts, with images expected that students do directly by students. All media are processed in
not think abstractly so that students can think by Microsoft PowerPoint software. Also, in the
the expected concepts. snakes and ladders game-based multimedia, there
One alternative learning media to are also several important components that
overcome the low student learning outcomes is support the board game snake ladder and game
the snake ladder game. The snake ladder game dice.
can be made into an effective learning medium This design on media is designed as an
because the exciting and straightforward nature interesting and fun learning tool for students. The
of the game can make students enthusiastic about design includes the front page/home menu page,
playing (Husna, 2009). According to Haryono the game instructions page, the question page, the
(2013), snakes and ladders as a form of play that wrong answer sign page, correct answer page,
is popular and favored by children, adolescents and the program exit page. The following is an
and even adults. example of a snake ladder board game based
There are advantages to the use of snake multimedia which can be seen in Figure 1.
ladder games in learning, namely: (1) The
concentration of students in the lesson will
increase; (2) Affective content increases;
(3) Psychomotor aspects can be shown from the
activeness of students in asking, playing and
discussing; and (4) Creating a pleasant learning
atmosphere. According to Nachiappan, Rahman,
Andi, and Zulkafaly (2014), learning using snake
ladder media can improve students' cognitive
abilities in facing difficulty in learning. Golchai,
Nazari, Hassani, Nasiri, Ghasemnejad, and
Jafari (2012) explain the same thing that the use
Figure 1. Snake and Ladder Board Game
of snake ladder media can foster students'
knowledge in learning. Not only that, but snake
The aim of the snake ladder game
ladder media can also create a transformation of
according to Ferryka (2017) is that students can
experience in the learning process.
always learn or repeat the material that has been
The game will be more fun when packaged
studied before which will be tested through games
in simple technology. One of the technologies
so that it feels fun for students. Baiquni (2016)
that can be used is multimedia. According to
states that by using the snake ladder game
Budiman, Triono, and Ariani (2014), multimedia
students will be more active in finding and finding
systems are a technology that combines various
a learning concept by getting closer to the real
media sources such as text, graphics, sound,
surroundings, so the concept of science learning
animation, animation, video and so on that are
that brings the concept of the environment closer
delivered and controlled by a computer system
to learning resources will be fulfilled maximally.
interactively. Haryanto, and Adiwiharja (2015)
Based on the background above, it can be
explains that multimedia plays a role in
concluded that the main problem refers to the
supporting the progress of educational
lack of supporting media to help improve
development and plays an important role in
students' cognitive learning outcomes in the fifth
facilitating teaching and learning activities.
grade. The researcher tried to overcome these
problems by using snakes and ladders media
70
Mohammad Latiful Amin, Sri Sulistyorini & Sugianto
Journal of Primary Education 9 (1) (2020) : 68 – 74
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Mohammad Latiful Amin, Sri Sulistyorini & Sugianto
Journal of Primary Education 9 (1) (2020) : 68 – 74
Based on the data in Table 1, it can be seen media of snakes and ladders based multimedia is
that the learning outcomes of experimental class effective for improving the learning outcomes.
students have increased indicated by the average This result is in line with Sumantoro, and
pre-test and post-test by 0.30 with moderate Joko (2013) study which states that the use of
criteria and an average difference of 12. Learning snakes and ladders playing media influences the
with snakes and ladders media based multimedia creation of a learning environment that is fun,
performed at SD 2 Golentepus and SD 3 fresh, alive, happy, and has a conducive learning
Golantepus Mejobo, Kudus, can improve atmosphere. This is evident from the average
students' cognitive learning outcomes. In science learning outcomes in the experimental class is
learning material the properties of light, on higher than the control class. Furthermore,
average students in the experimental class can Nugrahani (2007) explained that the use of snake
only answer 12 questions pre-test correctly and ladder media would make students repeat certain
increase to 14 correct answers to the post-test material that is considered difficult, thus
questions. achieving the ability to understand concepts and
This is supported by the research student cognitive learning outcomes will
conducted by Surwantini (2015) on the use of increase. Learning using the snake ladder game
visual media such as puzzle, snake ladder, and media in the experimental class shows that the
partner search cards more effectively than the use average results of 72.03 were proven from the
of conventional whiteboard and colored chalk post-test results from the pre-test results of 60.4.
media on the cognitive aspects of learning While learning in the control class using the direct
achievement. In line with this, research learning model showed a post-test value of 63.41
conducted by Puspitorini, Prodjosantoso, Subali, from the pre-test of 55.6. Based on these results
and Jumadi (2014) showed that the use of comic prove that learning by using snake ladder media
media in science learning was able to improve in students' cognitive abilities increases compared
cognitive learning outcomes with a gain score of to simple experiment learning.
0.42 in the moderate criteria. Learning using the media of snakes and
ladders based multimedia to improve cognitive
The Average Different Test of Experimental learning outcomes has advantages in its
Class and Control Class application, namely answering various kinds of
The average different test of cognitive questions and trial activities that function as
learning outcomes of the experimental class and activities to gain an understanding of concepts
the control class can be seen in Table 2. The independently in hopes that the concepts
significant difference in the average value obtained will provide meaning and can improve
between the scores of the learning outcomes in learning achievement students as an impact of
the experimental class and the control class is an one component of good cognitive learning
explanation of the clear differences. outcomes.
The technical difference of snake and
Table 2. The Average Different Test of The ladder learning games according to Guterres,
Experimental Class and Control Class Sudarti, and Putra (2018) compared to
N Mean df
Sig.
tvalue
multimedia-based snakes and ladders games in
(2 tailed)
Exsperiment 37 72.03
elementary school is a game that is used to be an
76 0,026 2.266
Control 41 63.41 alternative solution in improving cognitive
learning outcomes, with N-gain increase of 0.73
Based on Table 2, it can be seen that the or high criteria while multimedia-based snake
Sig. (2 tailed) = 0.026. The significance value is ladder game with N-gain results of 0.30 or in
smaller than 0.05. The tvalue = 2.266 is greater than medium criteria. In technical learning for
the ttable = 1.66. Therefore, it can be stated that the Android-based snakes and ladders game
conducted by Guterres, Sudarti, and Putra (2018)
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Mohammad Latiful Amin, Sri Sulistyorini & Sugianto
Journal of Primary Education 9 (1) (2020) : 68 – 74
carried out at the high school level to improve and Behavioral Sciences, 47, 2089-2092.
cognitive learning outcomes but in practice Retrieved from
learning games carried out only as evaluation https://www.sciencedirect.com/science/articl
e/pii/S1877042812026900
tools means students only play by completing the
Guterres, I. K. N. P., Sudarti, & Putra, P. D. A. (2018).
questions made and there is no practical activity
Pengembangan Media Pembelajaran Ular
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54-61. Retrieved from
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Pembelajaran dengan Menggunakan
media of snakes and ladders based multimedia.
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The average pre-test value is 60, while the average
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