Development of Local Wisdom–Based Digital Educational Games of the Sasak Tribe to Enhance Second-Grade Students’ Reading Skills
DOI:
https://doi.org/10.33394/jk.v12i1.19186Keywords:
Digital Educational Game, Local Wisdom of the Sasak Tribe, Reading Skills, Game-Based LearningAbstract
This study aims to develop a digital educational reading game based on the local wisdom of the Sasak tribe to improve the reading skills of second-grade elementary school students. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research instruments included validation questionnaires for media and material experts, teacher and student response questionnaires, and an early reading skills test. Data were analyzed using descriptive statistical techniques to determine feasibility and practicality percentages, while effectiveness was measured using the Normalized Gain (N-Gain) formula to assess the improvement between pre-test and post-test scores. The results showed that the developed game was highly feasible, with a percentage of 97.8% from two media experts and 95% from two material experts. The game was also categorized as highly practical, with teacher response percentages of 98.6% and student response percentages of 95.7% and 97.8%. Furthermore, the N-Gain analysis indicated that the game was effective in improving students’ early reading skills in two schools, achieving 74.15% (moderately effective) at SDN 1 Buwun Mas and 76.37% (effective) at SDN 4 Buwun Mas. Therefore, the developed digital educational game is considered feasible, practical, and effective for second-grade reading instruction. The findings contribute theoretically to the literature on Game-Based Learning and Place-Based Education and provide practical implications for the design of culturally responsive instructional media.
References
Adrian, Q. J., & Apriyanti, A. (2019). Game Edukasi Pembelajaran Matematika Untuk Anak SD Kelas 1 dan 2 Berbasis Android. Jurnal Teknoinfo, 13(1), 51. https://doi.org/10.33365/jti.v13i1.159
Alditia, L. M., & Nurmawanti, I. (2023). Etnomatematika : Eksplorasi Konsep – Konsep Geometri dalam Kearifan Lokal Suku Sasak. Indiktika : Jurnal Inovasi Pendidikan Matematika, 5(2), 160–169. https://doi.org/10.31851/indiktika.v5i2.11740
Alwan, A. Z. (2020). Pengembangan Game Edukasi sebagai Media Pembelajaran bagi Anak Berkebutuhan Khusus Tuna Rungu. Joined Journal (Journal of Informatics Education), 3(1), 8. https://doi.org/10.31331/joined.v3i1.1063
Anggraini, H. I., Nurhayati, N., & Kusumaningrum, S. R. (2021). Penerapan Media Pembelajaran Game Matematika Berbasis Hots dengan Metode Digital Game Based Learning (DGBL) di Sekolah Dasar. Jurnal Pendidikan Indonesia, 2(11), 1885–1896. https://doi.org/10.59141/japendi.v2i11.356
Arikunto, S. (2013). Prosedur Penelitian: Suatu Pendekatan Praktik. Jakarta: PT Asdi Mahasatya.
Asrin, A., Haryati, L. F., Syazali, M., Umar, U., & Amrullah, L. W. Z. (2021). Pelatihan Implementasi Budaya Mutu Berbasis Kearifan Lokal di SDN Gugus I Pemenang Lombok Utara. SELAPARANG Jurnal Pengabdian Masyarakat Berkemajuan, 5(1), 488–493. https://doi.org/10.31764/jpmb.v5i1.6484
Branch, R. M. (2018). Characteristics of Foundational Instructional Design Models. America: Pearson Education.
Delmania, H., Pulungan, M., & Savitri, M. L. O. (2023). Analisis Faktor Penghambat Kemampuan Membaca Permulaan Pada Peserta Didik di SD Negeri 04 Palembang. Elementa: Jurnal PGSD STKIP PGRI Banjarmasin, 4(3), 34–37. https://doi.org/10.33654/pgsd
Devi, N. S. (2022). Pengembangan Papan Kartu Suku Kata untuk Meningkatkan Kemampuan Membaca Siswa pada Tema 8 Subtema 1 Kelas 1A MI YPSM Tawangrejo. Thesis. Institut Agama Islam Negeri Kediri.
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. https://doi.org/https://doi.org/10.1145/950566.950595
Gruenewald, D. A., & Smith, G. A. (2008). Place-Based Education in the Global Age: Local Diversity. New York: Lawrence Erlbaum Associates. https://doi.org/10.4324/9781315769844
Gunawan, G., Harjono, A., Sahidu, H., & Herayanti, L. (2017). Virtual Laboratory to Improve Students’ Problem-Solving Skills on Electricity Concept. Jurnal Pendidikan IPA Indonesia, 6(2), 257–264. https://doi.org/10.15294/jpii.v6i1.8750
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809
Huang, W. H.-Y., & Soman, D. (2013). A Practitioner’s Guide To Gamification Of Education. Rotman School of Management, University of Toronto. https://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf
Irsyadi, F. Y. Al, Priambadha, A. P., & Kurniawan, Y. I. (2020). Game Edukasi Bahasa Arab untuk Siswa Kelas IV di Sekolah Dasar Islam Terpadu Nahdlatul Ulama Cepogo. Jurnal Manajemen Informatika (JAMIKA), Volume 10(April), 12. https://doi.org/10.34010/jamika.v10i1
Kafai, Y. B., & Burke, Q. (2015). Constructionist Gaming: Understanding the Benefits of Making Games for Learning. Educational Psychologist, 50(4), 313–334. https://doi.org/10.1080/00461520.2015.1124022
Keengwe, J., & Georgina, D. (2013). Supporting Digital Natives to Learn Effectively with Technology Tools. International Journal of Information and Communication Technology Education, 9(1), 51–59. https://doi.org/10.4018/jicte.2013010105
Kemdikbud. (2024). Rapor Pendidikan SD Negeri Buwun Mas. https://raporpendidikan.kemdikbud.go.id
Lestari, K. I., Dewi, N. K., & Hasanah, N. (2021). Pengembangan Media Pembelajaran Permainan Monopoli pada Tema Perkembangan Teknologi untuk Siswa Kelas III di SDN 8 Sokong. Jurnal Ilmiah Profesi Pendidikan, 6(3), 275–282. https://doi.org/10.29303/jipp.v6i3.219
Magdalena, I., Fatakhatus Shodikoh, A., Pebrianti, A. R., Jannah, A. W., Susilawati, I., & Tangerang, U. M. (2021). Pentingnya Media Pembelajaran untuk Meningkatkan Minat Belajar Siswa SDN Meruya Selatan 06 Pagi. EDISI : Jurnal Edukasi Dan Sains, 3(2), 312–325. https://ejournal.stitpn.ac.id/index.php/edisi
Mardhotillah, H., & Rakimahwati, R. (2021). Pengembangan Game Interaktif Berbasis Android untuk Meningkatkan Kemampuan Membaca Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(2), 779–792. https://doi.org/10.31004/obsesi.v6i2.1361
Marlini, C., & Rismawati, R. (2019). Praktikalitas Penggunaan Media Pembelajaran Membaca Permulaan Berbasis Macromedia Flash. Jurnal Tunas Bangsa, 6(2), 277–289.
Musaddat, S., Suarni, N. K., Dantes, N., Putrayasa, I. B., & Dantes, G. R. (2021). Kelayakan Pengembangan Bahan Ajar Digital Berkearifan Lokal sebagai Bahan Literasi Bahasa Berbasis Kelas serta Pengaruhnya terhadap Karakter Sosial dan Keterampilan Berbahasa Siswa Sekolah Dasar. Jurnal Ilmiah Mandala Education, 7(3), 312–328. https://doi.org/10.36312/jime.v7i3.2123
Nabilah, M. I., Istiningsih, S., Erfan, M., & Tahir, M. (2024). Pengembangan Media Pembelajaran Papan Baca Menggunakan Kartu Huruf Bermuatan Kearifan Lokal Suku Sasak. Jurnal Pendidikan, Sains, Geologi, Dan Geofisika (GeoScienceEd Journal), 5(3), 257–261. https://doi.org/10.29303/goescienceed.v5i3.360
Negara, H. C. (2021). Pengembangan Multimedia Interaktif Membaca Berbasis Game Edukasi untuk Siswa Kelas I SD Telkom Makassar. Pinisi Journal of Health & Sport Science, 1–11. http://eprints.unm.ac.id/33289/
Nurchim, N., & Purwanto, E. (2023). Penerapan Game Edukasi Guna Meningkatkan Minat Belajar Siswa Sekolah Dasar. Duta Abdimas, 2(2), 37–42. https://doi.org/10.47701/abdimas.v2i2.2935
Nurfadhillah, S., Nurfalah, K., Amanda, M., Kauniyah, N., Anggraeni, R. W., & Tangerang, U. M. (2021). Penerapan Media Visual untuk Siswa Kelas V di SDN Muncul 1. EDISI : Jurnal Edukasi Dan Sains, 3(2), 225–242. https://ejournal.stitpn.ac.id/index.php/edisi
Oktaviyanti, I., Amanatulah, D. A., Nurhasanah, N., & Novitasari, S. (2022). Analisis Pengaruh Media Gambar terhadap Kemampuan Membaca Permulaan Siswa Sekolah Dasar. Jurnal Basicedu, 6(4), 5589–5597. https://doi.org/10.31004/basicedu.v6i4.2719
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
Prasetia, B., Valentina, M. V., & Mustika, M. (2024). Pembelajaran Interaktif Melalui Game Pengetahuan Umum dengan Scratch untuk Mengembangkan Literasi Peserta Didik Sekolah Dasar. JMIK (Jurnal Mahasiswa Ilmu Komputer), 5(2), 42–51. https://doi.org/https://doi.org/10.24127/ilmukomputer.v5i2.6247
Purnomo, M. A., Lubab, A., & Kurniawan, A. P. (2022). Analysis of Students’ Mathematical Reasoning Abilities in Solving Linear Equation in Two Variables on Android Game Called Ganjaran. Phenomenon : Jurnal Pendidikan MIPA, 12(1), 108–119. https://doi.org/10.21580/phen.2022.12.1.10839
Pusat Asesmen Pendidikan Badan Standar, Kurikulum, dan Asesmen Pendidikan Kementrian Pendidikan, Kebudayaan, Riset, dan Teknologi, (Pusmendik). (2022). Dokumen Rekomendasi Kebijakan Hasil Asesmen Nasional Tahun 2021 Pengelompokan Satuan Pendidikan Berdasarkan Hasil Asesmen Nasional Tahun 2021. https:/pusmendik.kemdikbud.go.id
Rahmatih, A. N., Maulyda, M. A., & Syazali, M. (2020). Refleksi Nilai Kearifan Lokal (Local Wisdom) dalam Pembelajaran Sains Sekolah Dasar: Literature Review. Jurnal Pijar Mipa, 15(2), 151–156. https://doi.org/10.29303/jpm.v15i2.1663
Ramadhan, R. G., & Surahman, A. (2023). Media Pembelajaran Aksara Jepang Berbasis Android untuk Siswa SMA Kelas X. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 4(3), 246–252. https://doi.org/10.33365/jatika.v4i3.2602
Riwinoto, & Muspita, A. (2017). Penerapan Multiplayer pada Aplikasi Permainan Android (Studi Kasus Aplikasi Permainan “Bisa Jadi”). Seminar Nasional, 1(2), 1–5.
Smith, G. A., & David, S. (2010). Place-and Community-Based Education in Schools. New York: Routledge.
Snow, C. E., Burns, M. S., & Griffin, P. (n.d.). Preventing Reading Difficulties in Young Children. Washington D.C.: National Academy Press.
Sobel, D. (2013). Place-Based Education: Connecting Classrooms & Communities. Great Barrington, MA: The Orien Socoety.
Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York: Teachers College Press.
Sugiyono. (2019). Quantitative, Qualitative and R&D Research Methods. ALFABETA.
Suhendrianto. (2017). Pengembangan Media Pembelajaran Monopoli Tematik untuk Meningkatkan Motivasi Belajar Siswa Kelas IV MIN Tegalasri Kec. Wlingi Kab. Blitar. Thesis. Universitas Islam Negeri Maulana Malik Ibrahim Malang.
Sukarelawan, M. I., Indratno, T. K., & Ayu, S. M. (2024). N-Gain vs Stacking Analisis Perubahan Abilitas Peserta Didik dalam Desain One Group Pretest-Posttest. Yogyakarta: Suryacahya.
Supantriadii, K. H., & Wardana, D. (2023). Analisis Faktor-Faktor Rendahnya Kemampuan Membaca Siswa Kelas 3 SDN 7 Riau Silip. Pendas: Jurnal Ilmiah Pendidikan Dasar, 08(2), 3034–3048.
Wijayanti, T. I., & Utami, R. D. (2022). Mengembangkan Keterampilan Membaca dan Menulis melalui Berbagai Metode dan Media Pembelajaran yang Bervariasi. Jurnal Basicedu, 6(3), 5104–5114. https://doi.org/10.31004/basicedu.v6i3.3039
Winaryati, E., Munsarif, M., Mardiana, M., & Suwahono, S. (2021). Cercular Model of RD&D (Model RD&D Pendidikan dan Sosial). Yogyakarta: Penerbit KBM Indonesia.
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2026 The Author(s)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
License and Publishing Agreement
In submitting the manuscript to the journal, the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- The work described has not been formally published before, except in the form of an abstract or as part of a published lecture, review, thesis, or overlay journal.
- That it is not under consideration for publication elsewhere,
- That its publication has been approved by all the author(s) and by the responsible authorities tacitly or explicitly of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and publishing agreement.
Copyright
Authors who publish with JK agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
Licensing for Data Publication
-
Open Data Commons Attribution License, http://www.opendatacommons.org/licenses/by/1.0/ (default)

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






