EFEKTIVITAS MEDIA PEMBELAJARAN JANGKAR (JENGA KARTU AUGMENTED REALITY) TERINTEGRASI INDIGENOUS CULTURE DALAM MENINGKATKAN PEMAHAMAN KONSEP KEBERAGAMAN BUDAYA SISWA SEKOLAH DASAR
DOI:
https://doi.org/10.23969/jp.v11i02.47638Keywords:
Educational Media, Augmented Reality, Indigenous Culture, Pancasila Education, Conceptual UnderstandingAbstract
Teaching about cultural diversity in the Pancasila Education course in elementary schools often faces challenges due to a lack of variety in the use of teaching materials, resulting in lessons that fail to provide concrete and meaningful learning experiences. This, in turn, leads to students’ suboptimal understanding of the concept of cultural diversity. This study aims to analyze the effectiveness of using JANGKAR (Jenga Augmented Reality Cards) media integrated with indigenous culture in enhancing elementary school students’ conceptual understanding of cultural diversity. The study employed a quantitative approach using a quasi-experimental design of the nonequivalent control group type. The research subjects consisted of 53 third-grade students at SDN Petemon XII/360 in Surabaya, with 27 students from Class III-A serving as the control group and 26 students from Class III-B as the experimental group. Data collection techniques utilized test instruments in the form of pretests and posttests, which were verified through Pearson Product Moment correlation validity and Cronbach’s Alpha reliability. The research data were analyzed using the Independent T-test, Cohen’s d effect size, and N-Gain. The results show that the independent t-test yielded a significance value of 0.040, indicating a significant difference between the test results of the experimental class and the control class. Additionally, the effect size test yielded a value of 0.5787, which falls into the moderate category, indicating a moderate effect of using the JANGKAR learning media integrated with indigenous culture. The N-Gain test yielded a value of 0.5859 or 58.59%, which falls into the moderate category, indicating that the media is quite effective. Thus, the JANGKAR (Jenga Augmented Reality Cards) learning media integrated with indigenous culture demonstrates sufficient effectiveness in improving students’ conceptual understanding of cultural diversity.
Downloads
References
Afnan, M. Z., & Puspitawati, R. P. (2024). Exploration Of Biological Concept Understanding Through Augmented Reality: A Constructivism Theory Approach. Jpbi (Jurnal Pendidikan Biologi Indonesia), 10(3), 1139–1147.
Amelia, K. R., Junaedi, A., & Syaflin, S. L. (2023). Pemahaman konsep IPS pada materi keberagaman budaya kelas IV SD Negeri 196 Palembang. Indonesian Research Journal on Education: Jurnal Ilmu Pendidikan, 3(1), 23–29.
Barokah, T., Sapriani, M., Cahyani, V. J., Astin, H., Negara, M. C., Melany, S. D., Sofwan, M., & Khoirunnisa. (2025). Kesulitan guru dalam mengoptimalkan media pembelajaran berbasis teknologi dalam pembelajaran IPS di sekolah dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(2), 290–299.
Bukhari, B. (2021). Strategi active learning berbasis kearifan lokal “Beleter” pada pembelajaran PAI. Arfannur, 2(3), 175–186.
Dellarosa, M., & Nafisah, D. (2024). Monopoly game to improve students’ learning outcomes. International Conference on Teaching and Learning, 2(1), 246–254.
Lestariningsih, D., Wibawa, S., & Zulfiati, H. M. (2024). Boardgame Ular Tangga Berbasis Augmented Reality Dengan Model Problem Based Learning Untuk Meningkatkan Keterampilan Berpikir Kritis Pada Materi Keragaman Budaya. Autentik: Jurnal Pengembangan Pendidikan Dasar, 8(2), 324–336.
Mutiara, Purwanta, E., Basuki, A., & Eliasa, E. I. (2023). The relationship between multicultural education and tolerance in students. International Journal of Multicultural and Multireligious Understanding, 10(7), 108–114.
Pitriani, H., Faslah, D., & Masitoh, I. (2023). Implementasi teori perkembangan kognitif Jean Piaget pada anak usia dini. Jurnal Ilmiah Al-Muttaqin, 9(1), 33–38.
Puspita, A. M. I., Istiqfaroh, N., Wicaksono, V. D., Paksi, H. P., & Mulyani. (2023). Responsding To The Challenges Of Diversity In The Digital Era In The Perspective Of The Value Of Collection Through The Implementation Of Learning Models Local Wisdom In Elementary Schools (pp. 2034–2046)
Safitri, Y., & Jupriyanto. (2025). Media pembelajaran interaktif berbasis budaya dalam pendidikan Pancasila. Judikdas: Jurnal Ilmu Pendidikan Dasar Indonesia, 4(2), 84–96.
Sakti, S. A., Endraswara, S., & Rohman, A. (2024). Revitalizing local wisdom within character education through ethnopedagogy approach: A case study on a preschool in Yogyakarta. Heliyon, 10(10).
Selang, Z., Tahir, M., & Irawan Zain, M. (2025). Pengembangan media pembelajaran flashcard augmented reality berbasis aplikasi Assemblr Edu pada materi “Keragaman Budaya Indonesia” kelas V SDN 29 Cakranegara. Jurnal Ilmiah Profesi Pendidikan, 10(2), 1540–1545.
Sujarwo, F., Sariyatun, & Rejekiningsih, T. (2023). Interactive mobile learning-based gamification to improve the collaboration skills of 11th grade students in high school. Journal of Education Technology, 7(3), 400–410.
Wati, S. O., Zaim, M., & Thahar, H. E. (2023). Aplikasi teori konstruktivisme dalam konteks pengajaran bahasa asing. Journal of Education Research, 4(4), 2480–2485.
Wijaya, A. N., Muharram, M. R. W., & Setiadi, P. M. (2025). Peningkatan Pemahaman Konsep Keberagaman Budaya Dengan Menggunakan Media Kereta Budaya Kelas Iv. DIDAKTIKA : Jurnal Pemikiran Pendidikan, 31(2), 231–242
Yusuf, M. A., Saidah, K., & Wenda, D. D. N. (2023). Analisis kebutuhan media ajar pada materi keberagaman budaya Jawa Timur kelas IV SDN Tiron 4. Semdikjar 6: Seminar Pendidikan dan Pembelajaran, 1, 1380–1384.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

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