Pengembangan Model Game Based Learning Berbasis Permainan Ular Tangga dalam Penjas
DOI:
https://doi.org/10.31539/9gfn2281Keywords:
Model Games Based Learning, Penjas, Permainan Ular TanggaAbstract
The aim of this study was to develop a game-based learning model for physical education based on the game of snakes and ladders. The study employed the Research and Development (R&D) method using the ADDIE model. The target clientele for the product includes: (1) elementary school Physical Education, Sports, and Health (PJOK) teachers; (2) elementary school students; and (3) the general public. Validation results from subject-matter and media experts yielded an average score of 93.6%, placing the model in the “highly feasible” category. Practicality tests involving teachers indicated that the model was easy to implement in physical education lessons, while students found the game more engaging than conventional instruction. Effectiveness testing showed an average score increase of 18.70 points following implementation of the snakes-and-ladders-based game-based learning model. Based on these findings, it can be concluded that the model meets the criteria of validity, practicality, and effectiveness, making it a suitable alternative learning model for physical education.
Keywords: Games Based Learning, Physical Education, Snakes and Ladders
References
Arsyad, A. (2019). Media Pembelajaran. PT RajaGrafindo Persada.
Barbero, Bongsangue, & Hermans. (2024). How to evaluate games in education: A literature review. Smart Learning for a Sustainable Society: Proceedings of the 7th International Conference on Smart Learning Environments. https://doi.org/10.48550/arXiv.2407.03879
Branch, R. M. (2010). Instructional Design: The ADDIE Approach. Springer.
Checa-Romero, M., & Gimenez-Lozano, J. M. (2025). Video games and metacognition in the classroom for the development of 21st century skills: A systematic review. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1485098
Cinta, A., Wibawa, P., Mumtaziah, H. Q., Sholaihah, L. A., & Hikmawan, R. (2021). Game-based learning (GBL) sebagai inovasi dan solusi percepatan adaptasi belajar pada masa new normal. INTEGRATED (Information Technology and Vocational Education), 3(1), 17–22.
Elfa, R., & Aan, H. (2024). Bermain dan Belajar: Panduan Game-Based Learning (Ed. 1). Ay Publisher.
Gustafson, K. L., & Branch, R. M. (2002). Survey of Instructional Development Models (4th ed.). ERIC Clearinghouse on Information & Technology.
Hastie, P. A., Calderón, A., & Rolim, R. J. (2021). The development of sport education: A review of research and practice. Journal of Teaching in Physical Education, 40(3), 401–412.
Hermawan, W. (2024). Sosialisasi pemanfaatan game-based learning (GBL) dalam pembelajaran di SMP N 2 Ngronggot. Community Development Journal, 5(1), 1263–1268.
Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806
Hurlock, E. B. (2018). Psikologi Perkembangan: Suatu Pendekatan Sepanjang Rentang Kehidupan (Edisi Kelima). Erlangga.
Maulidina, M. A., Susilaningsih, S., & Abidin, Z. (2018). Pengembangan game based learning berbasis pendekatan saintifik pada siswa kelas IV sekolah dasar. JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran), 4(2), 113–118.
Mercan, G., & Varol Selçuk, Z. (2024). Investigating the impact of game-based learning and gamification strategies in physical education: A comprehensive systematic review. Global Journal Sport, 4(1), 1–15.
Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology, 105(4), 1050–1066.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283.
Sadiman, S. A., Rahardjo, R., Haryono, A., & Rahardjito. (2010). Media Pendidikan: Pengertian, Pengembangan, dan Pemanfaatannya. Rajawali Press.
Safitri, R. R., Rahmania, U. G., Putri, A. F., & Jumadi. (2025). The impact of game-based learning on student competencies in science: A systematic review. Jurnal Pendidikan dan Kebudayaan, 10(1), 116–136. https://doi.org/10.24832/jpnk.v10i1.5188
Siedentop, D., Hastie, P., & Van der Mars, H. (2019). Complete Guide to Sport Education. Human Kinetics.
Sindi, S. L. B., Iskandar, S., & Kurniawan, D. T. (2023). Optimalisasi penerapan model pembelajaran berbasis permainan dalam pembelajaran abad 21 di sekolah dasar. Jurnal Lensa Pendas, 8(1), 9–16. https://doi.org/10.33222/jlp.v8i1.2504
Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37(1), 24–40.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Fermina, Ade Rahmat, Ashadi Cahyadi

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

