Pengembangan Media Tangga Pintar Berbasis Permainan dan Bernalar kritis Materi Seni Rupa Kelas 5 SD
Abstract
Fine arts learning in elementary schools still faces obstacles in the form of a lack of media innovation and low student involvement, so it is not in line with 21st century skills. The purpose of this study is to develop and test the feasibility of Smart Ladder media based on games and critical reasoning on the material of recognizing various decorative varieties from various regions in Indonesia to improve students' critical reasoning skills. The method used is Research and Development (R&D) which is carried out following the ADDIE model stages. The research subjects were 25 fifth grade students of private elementary schools. Data were obtained through observation, interviews, expert validation, response questionnaires, and pre-tests and post-tests, then analyzed using assessment guidelines and N-Gain. The results of the material expert validation showed a very feasible category with an average value of 4.65, while media experts obtained very feasible criteria with an average value of 4.57, and practitioners showed a very feasible category with an average score of 4.46. Meanwhile, the teacher response questionnaire obtained a percentage score of 97% and students 100% with very practical criteria. Effectiveness is demonstrated by a high N-Gain score of 0.81 (81.67%) in the limited trial and 0.78 (78.96%) in the extensive trial. The game-based and critical reasoning-based Tanga Pintar media is considered valid, practical, and effective for use in improving students' critical reasoning skills while instilling cultural values. The prospect is that this media can be applied more widely in culture-based thematic learning in elementary schools.
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Copyright (c) 2026 Zaenal Arifin, Nur Ngazizah, Titi Anjarini

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