PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS LUDO TERHADAP MINAT BELAJAR DAN PEMAHAMAN MATERI SEMANTIK PADA MATA PELAJARAN BAHASA INDONESIA DI KELAS V MI

Azzahrah Ramaputri Tilotama, NIM.: 24204081016 (2026) PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS LUDO TERHADAP MINAT BELAJAR DAN PEMAHAMAN MATERI SEMANTIK PADA MATA PELAJARAN BAHASA INDONESIA DI KELAS V MI. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

This study aims to: (1) Obtain appropriate Ludo-based learning media to increase interest in learning and understanding of semantic material in Indonesian Language subjects in Class V MI. (2) Obtain practical Ludo-based learning media to increase interest in learning and understanding of semantic material in Indonesian Language subjects in Class V MI. (3) Obtain Ludo-based learning media to increase interest in learning and understanding of semantic material in Indonesian Language subjects in Class V MI. This research is a Research and Development (RnD) study with the ADDIE research model from Dick and Carry. The steps in this development are the analysis stage, design stage, development stage, implementation stage, and evaluation stage with data collection techniques using questionnaires, tests, and documentation. Validation was carried out by design experts and material experts, and the results of trials regarding the level of practicality of the use of ludo game-based learning media by teachers and product effectiveness testing were carried out by comparing pretest and posttest scores using paired sample T-test assisted by SPSS 26. The results of this study indicate that the Ludo-based learning media developed with several ADDIE stages produced several findings, namely: 1) Ludobased learning media is suitable for use in learning implementation with the validation results of material experts of 94% and media experts of 96.92%, which is included in the category of "very suitable". 2) Ludo-based learning media is practical for use in learning implementation with the results of teacher responses to practicality of 93.3% which is included in the category of "very practical". 3) The use of Ludo-based learning media on student learning interest can be seen after the treatment. The pretest score was 47.06% and the posttest score was 57.64%. Then the results of the paired sample T-test and sig 0.000 <0.05 so there is a significant difference between the pretest and posttest. As for the results of students' semantic understanding, the pretest score was 60.45% and the posttest score was 75.76%. The results of the paired sample T-test showed a sig. 0.000 <0.05, indicating a significant difference between the pretest and posttest. Thus, Ludo-based learning media was declared effective in increasing learning interest and understanding of semantic material in Indonesian language subjects.

Item Type: Thesis (Masters)
Additional Information / Supervisor: Dr. Aninditya Sri Nugraheni, M.Pd.
Uncontrolled Keywords: Ludo Learning Media; learning interest; semantics
Subjects: 300 Ilmu Sosial > 370 Pendidikan > 371.33 Media Pembelajaran
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Guru Madrasah Ibtidaiyah (S2)
Depositing User: Muchti Nurhidaya [muchti.nurhidaya@uin-suka.ac.id]
Date Deposited: 20 Jul 2026 10:20
Last Modified: 20 Jul 2026 10:20
URI: http://digilib.uin-suka.ac.id/id/eprint/77511

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