PENGEMBANGAN DAN UJI KELAYAKAN BOARD GAME EDUKATIF “SAKPOLE” SEBAGAI MEDIA PEMBELAJARAN BUDAYA PADA MATA PELAJARAN IPAS KELAS IV SD KEMALA BHAYANGKARI 02 SEMARANG
DOI:
https://doi.org/10.23969/jp.v11i03.62304Keywords:
educational boardgame, traditional games, visual communication design, visual semiotics, game-based learning, Merdeka CurriculumAbstract
The sustainability of Indonesia's traditional games is increasingly challenged by the rapid expansion of digital entertainment among elementary-school-aged children, widening the gap in interactive learning media capable of recontextualizing local wisdom. This study develops and examines the feasibility of “Sakpole”, an educational board game as a cultural learning medium for the Natural and Social Sciences (IPAS) subject in Grade IV, with students of SD Kemala Bhayangkari 02 Semarang as subjects. Development followed the Multimedia Development Life Cycle (MDLC) of Luther–Sutopo. Feasibility was examined through alpha testing by a media expert and a subject-matter expert, followed by beta testing among students, using a five-point Likert-scale questionnaire; the visual elements were further interpreted through Peircean semiotics (icon, index, symbol) and Kress and van Leeuwen's visual grammar. The resulting product comprises a Nusantara-map game board, four endemic fauna characters dressed in regional traditional attire, three card categories, and a system of physically embedded traditional mini-games. Alpha testing produced feasibility scores of 88.5% (media expert) and 90.0% (subject-matter expert), while beta testing among students recorded 92.3%; all results fall within the “Very Feasible” category. These findings indicate that “Sakpole” is technically sound and well received as a game-based cultural learning medium within the Merdeka Curriculum; further experimental research using a pretest-posttest design, and exploration of Augmented Reality integration on the character cards, is recommended.
Downloads
References
Ardi, F. P., Munawarah, P. A., Rahmat, M. S., & G, L. A. M. (2021). Kajian perancangan karakter maskot Universitas Pendidikan Mandalika. JTIM: Jurnal Teknologi Informasi dan Multimedia, 3(1), 46–52. https://doi.org/10.35746/jtim.v3i1.123
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133–149.
Barthes, R. (1972). Mythologies (A. Lavers, Trans.). New York: Hill and Wang. (Karya asli terbit 1957)
Chandler, D. (2007). Semiotics: The basics (2nd ed.). London: Routledge.
Desyandri, Muhammadi, Mansurdin, & Fahmi, R. (2019). Development of integrated thematic teaching material used discovery learning model in grade V elementary school. Jurnal Konseling dan Pendidikan, 7(1), 16–22. https://doi.org/10.29210/129600
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.
Elliot, A. J., & Maier, M. A. (2014). Color psychology: Effects of perceiving color on psychological functioning in humans. Annual Review of Psychology, 65, 95–120. https://doi.org/10.1146/annurev-psych-010213-115035
Febriansyah, M. F., & Sumaryana, Y. (2021). Pengembangan aplikasi media pembelajaran sekolah dasar menggunakan metode Multimedia Development Life Cycle (MDLC). Informatics and Digital Expert (INDEX), 3(2), 61–68. https://doi.org/10.36423/index.v3i2.838
Fullerton, T. (2024). Game design workshop: A playcentric approach to creating innovative games (5th ed.). Boca Raton, FL: CRC Press.
Handayani, A. S., Ghifari, M., & Putri, A. S. (2024). Perancangan board game sebagai media edukasi pembelajaran bahasa aksara Simalungun untuk siswa sekolah dasar. IKONIK: Jurnal Seni dan Desain, 6(2), 140–145.
Hidayat, A. R. (2022). Statistika deskriptif untuk penelitian pengembangan pendidikan. Bandung: Alfabeta.
Kalila, J. K., & Grahita, B. (2024). Penggambaran sifat manusia dalam desain karakter antropomorfik game “Night in The Woods”. Jurnal Visual Ideas, 4(2), 112–121. https://doi.org/10.33197/visualideas.vol4.iss2.2024.2085
Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia. (2022). Keputusan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Nomor 56/M/2022 tentang Pedoman Penerapan Kurikulum dalam Rangka Pemulihan Pembelajaran. Jakarta: Kemendikbudristek RI.
Kharismanata, I. G. A., Swandi, I. W., & Ratna, T. I. (2024). Desain karakter maskot sebagai media pengenalan Wayang Sasak untuk anak-anak sekolah dasar. Jurnal SASAK: Desain Visual dan Komunikasi, 6(1), 202–211. https://doi.org/10.30812/sasak.v6i1.3895
Kress, G., & van Leeuwen, T. (2006). Reading images: The grammar of visual design (2nd ed.). London: Routledge.
Kurniawan, D., Saputra, R., & Anggraini, L. (2024). Dampak digitalisasi terhadap pergeseran pola interaksi sosial anak usia sekolah dasar. Jurnal Pendidikan dan Kebudayaan, 9(1), 45–58.
Kusrianto, A. (2007). Pengantar desain komunikasi visual. Yogyakarta: Penerbit Andi.
Magnis-Suseno, F. (1984). Etika Jawa: Sebuah analisa falsafi tentang kebijaksanaan hidup Jawa. Jakarta: PT Gramedia.
Malegiannaki, I., & Daradoumis, T. (2017). Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review. Computers & Education, 108, 1–10. https://doi.org/10.1016/j.compedu.2017.01.007
Marshall, P., Price, S., & Rogers, Y. (2003). Conceptualising tangibles to support learning. Proceedings of the 2003 Conference on Interaction Design and Children, Preston, England, 101–109.
Peirce, C. S. (1931–1958). Collected papers of Charles Sanders Peirce (Vols. 1–8) (C. Hartshorne, P. Weiss, & A. W. Burks, Eds.). Cambridge, MA: Harvard University Press.
Piaget, J., & Inhelder, B. (1969). The psychology of the child. New York: Basic Books.
Piaget, J., & Inhelder, B. (2010). Psikologi anak (terjemahan). Yogyakarta: Pustaka Pelajar.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Pramono, A., Handayani, T., & Wulandari, R. (2024). Revitalisasi nilai pendidikan karakter melalui permainan tradisional pada siswa sekolah dasar. Jurnal Pendidikan Karakter, 15(2), 210–223.
Sugiyono. (2018). Metode penelitian kuantitatif, kualitatif, dan R&D. Bandung: Alfabeta.
Tsania, J. Z. (2026). Pengembangan media board game Jelajah Budaya Nusantara untuk meningkatkan pemahaman keanekaragaman budaya murid kelas V SDN Tugurejo 02. JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan.
Tsarava, K., Moeller, K., & Ninaus, M. (2018). Training computational thinking through board games: The case of Crabs & Turtles. International Journal of Serious Games, 5(2), 25–44. https://doi.org/10.17083/ijsg.v5i2.248
Widagdo. (1999). Desain, ilmu, dan beberapa masalahnya. Nirmana, 1(1).
Wijayanti, I. D., & Ekantini, A. (2023). Implementasi kurikulum merdeka pada pembelajaran IPAS MI/SD. Pendas: Jurnal Ilmiah Pendidikan Dasar, 8(2), 2100–2112. https://doi.org/10.23969/jp.v8i2.9597
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
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.