Media Ular Tangga untuk Pembelajaran Gurindam: Bagaimana Desain dan Persepsi Guru?

Penulis

  • Mutiara Retno Damayanti IKIP PGRI Bojonegoro
  • Cahyo Hasanudin IKIP PGRI Bojonegoro

Kata Kunci:

Pembelajaran Gurindam, Persepsi Guru, Desain Media, Analisis Tematik, Media Ular Tangga

Abstrak

abstrak— Penelitian ini bertujuan mengkaji desain media ular tangga dalam pembelajaran gurindam dan mengeksplorasi persepsi guru terhadap kelayakan serta kepraktisan media tersebut. Penelitian menggunakan pendekatan kualitatif dengan jenis penelitian eksplorasi. Partisipan adalah beberapa guru Bahasa Indonesia yang dipilih melalui purposive sampling. Pengumpulan data menggunakan angket skala Likert yang terdiri dari dua puluh butir pernyataan meliputi lima aspek: kemudahan penggunaan, pemahaman materi, estetika dan desain, motivasi dan keterlibatan siswa, serta kenyamanan dan efektivitas pembelajaran. Analisis data menggunakan teknik analisis tematik model Braun dan Clarke. Keabsahan data dijamin melalui triangulasi sumber. Hasil penelitian menunjukkan media ular tangga gurindam memuat lima komponen: desain papan permainan, kartu soal, mekanisme dan aturan permainan, kelebihan media, serta penerapan dalam pembelajaran. Persepsi guru berada dalam kategori positif pada semua aspek yang diukur, dengan aspek motivasi dan keterlibatan siswa mendapat respons paling tinggi, diikuti aspek kemudahan penggunaan dan kenyamanan pembelajaran, sedangkan aspek pemahaman materi serta estetika dan desain berada pada kategori cukup positif. Penelitian menyimpulkan bahwa media ular tangga gurindam dinilai layak, praktis, dan efektif untuk meningkatkan kualitas pembelajaran gurindam di tingkat SMP.

Kata kunci—media ular tangga, pembelajaran gurindam, persepsi guru, desain media, analisis tematik

 

Abstract— This study aims to examine the design of snake and ladder media in gurindam learning and explore teachers' perceptions of its feasibility and practicality. The study employed a qualitative approach with exploratory design. Participants were several Indonesian Language teachers selected through purposive sampling. Data collection used a Likert scale questionnaire consisting of twenty statements covering five aspects: ease of use, material understanding, aesthetics and design, student motivation and engagement, and learning comfort and effectiveness. Data analysis utilized Braun and Clarke's thematic analysis technique. Data validity was ensured through source triangulation. Results showed that the gurindam snake and ladder media comprises five components: game board design, question cards, game mechanisms and rules, media advantages, and implementation in learning. Teachers' perceptions were positive across all measured aspects, with student motivation and engagement receiving the highest response, followed by ease of use and learning comfort, while material understanding and aesthetics and design were in fairly positive categories. The study concludes that the gurindam snake and ladder media is feasible, practical, and effective for improving gurindam learning quality at junior high school level.

Keywords— snake and ladder media, gurindam learning, teacher perception, media design, thematic analysis

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2025-11-15

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