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Dwi Muhammad Wicaksono; Teti Sobari; Heri Isnaini

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This study aimed to develop teaching materials based on Problem Based Learning (PBL) assisted by Canva media for teaching biography writing to tenth-grade vocational high school students and to examine their validity, practicality, and effectiveness. 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 participants were 30 tenth-grade vocational high school students. Data were collected through observation, interviews, expert validation questionnaires, student response questionnaires, biography-writing tests, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. The results revealed that the developed teaching materials achieved a validity score of 95%, categorized as highly valid based on evaluations by subject-matter and media experts. The practicality level reached 94%, categorized as highly practical according to students’ responses. Furthermore, the effectiveness test demonstrated an improvement in students’ biography-writing skills, as indicated by the increase in the average score from 63.47 in the pretest to 84.73 in the posttest. The Normalized Gain (N-Gain) score of 0.58 was categorized as moderate. These findings indicate that the Canva-assisted PBL teaching materials are valid, practical, and effective for use in biography-writing instruction for vocational high school students. The study contributes to innovations in Indonesian language teaching by integrating problem-based learning with digital technology to enhance students’ writing skills.

L. Susanti; S.N. Amalia; M.K. Wafa

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This research is motivated by the low critical thinking skills of third-grade students in learning Pancasila symbols and the limited use of interesting, interactive learning media in the classroom. The purpose of this study is to develop the Magic Letter Spinwheel learning media, determine its feasibility, and examine the improvement of students’ critical thinking skills after using the media. This study employed a Research and Development (R&D) method with the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were third-grade students of SDN Sumber 02, Blitar Regency. Data were collected through observation, interviews, validation questionnaires from media and material experts, as well as pretests and posttests. The data were analyzed descriptively using qualitative and quantitative approaches, including feasibility percentages and the N-Gain test. The development results show that the Magic Letter Spinwheel is an interactive learning medium in the form of a spinning wheel containing Pancasila symbols, questions, and learning activities that encourage students to think critically. This medium is designed with an attractive display and is supported by light features and an automatic rotation button to increase students’ learning interest. Based on expert validation, the media is declared feasible for classroom use. The implementation of the Magic Letter Spinwheel can improve students’ critical thinking skills through active, enjoyable, and student-centered learning activities. Therefore, this media is suitable for use in Pancasila Education learning to support the development of critical thinking skills among third-grade elementary school students.

Aurellia Fitrista Maharani; Puji Wahono; Muhammad Ikhwan

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and evaluate the feasibility of Teknoran, a website-based digital learning medium developed through the Canva application for the Office Technology subject in Grade X at SMKN 31 Jakarta. The study was motivated by learning activities that were still dominated by lecture methods and limited learning media. Teknoran was designed to facilitate learning through integrated features such as learning materials, assignments, and educational games within a single platform. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. Data were collected through observation, needs analysis questionnaires, validation sheets from material and media experts, and student response questionnaires during one-to-one and small group trials. Data were analyzed using descriptive quantitative and qualitative techniques. The results showed that the Teknoran website achieved a feasibility score of 95% from material experts and 93.33% from media experts, both categorized as “Very Feasible.” Student responses also indicated a very high level of acceptance, with an average score of 95.68%. These findings demonstrate that Teknoran is highly feasible as a digital learning medium and can support more interactive, flexible, and independent learning in Office Technology subjects at SMKN 31 Jakarta.

Defianti Fitrotin Nisa’; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to develop Matif (Interactive Mathematics) video media on the topic of equivalent fractions for fourth-grade elementary school students and to determine its validity, effectiveness, and student responses. The research employed a Research and Development (R&D) method using the ADDIE model. It was conducted at SD Muhammadiyah Gresik during the first semester, involving 19 fourth-grade students. Data collection techniques included interviews, expert validation sheets for content and media, learning effectiveness tests, and student response questionnaires. The development process followed five ADDIE stages. (1) Analysis involved curriculum analysis, needs analysis, and student characteristics analysis. (2) Design focused on creating the learning flow and storyboard. (3) Development produced the video media, which was validated by experts. The material expert validation score reached 97.5%, and the media expert validation score was 91.6%, both categorized as very valid. These results indicate that the material is highly appropriate, clear, and easy to understand, while the media demonstrates excellent quality in visual, audio, typography, language, and usability aspects. (4) Implementation involved testing the media on students, with an N-Gain score of 0.8405, categorized as high, indicating that the media effectively improves students’ understanding. (5) Evaluation was conducted through student response questionnaires, resulting in a score of 95.5%, categorized as very good, showing that students found the media engaging, easy to use, and helpful. Overall, the Matif video media meets the criteria of validity and effectiveness, making it suitable as an innovative learning alternative, with potential for further development through enhanced animations and varied exercises.

Annisa Ajeng Syamilah; Arissona Dia Indah Sari; Arya Setya Nugroho

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop a PAFE (KPK FPB BOARD) learning medium for KPK and FPB materials for fifth-grade students at SDN 47 Gresik. This research uses the ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model, which focuses on the analysis, design, development, implementation, evaluation, and feasibility testing of the resulting learning media. This media was developed as an interactive tool capable of increasing learning interest, strengthening conceptual understanding, and providing a more enjoyable learning experience. The results indicate that Math Space media meets three main aspects of educational media development: validity, practicality, and effectiveness. In terms of validity, the media expert's assessment obtained a percentage of 95% and a percentage of 80.9%, respectively. Based on the average of the two results, the percentage obtained was 87.9%, making it highly valid. In terms of practicality and effectiveness, the N-gain calculation result of 0.80 is categorized as very effective, thus demonstrating that the use of the media significantly improves understanding of the KPK and FPB concepts. In terms of practicality, student responses reached 92.8%, indicating that this media is highly practical, easy to use, engaging, and supports independent learning. Overall, the PAFE (KPK FPB BOARD) learning media was deemed feasible, practical, and effective for use in mathematics learning, particularly in KPK and FPB. Furthermore, this media is flexible and can be used for both in-class and out-of-class learning.

Eksa Zanuar Aris Sagita; Iqnatia Alfiansyah; Arissona Dia Indah Sari

Jurnal Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to (1) describe the development of Dakpin media for learning the concepts of Greatest Common Factor (GCF) and Least Common Multiple (LCM) for fourth-grade students at MI Tarbiyatul Banin, and (2) determine the validity of the developed media. The research employed the ADDIE development model, consisting of Analyze, Design, Develop, Implement, and Evaluate stages. The study was conducted at MI Tarbiyatul Banin during the first semester, involving 11 fourth-grade students as research subjects. Data were collected through material and media expert validation questionnaires, student response questionnaires, tests, observations, and interviews. The results indicate that the Dakpin media was successfully developed through all stages of the ADDIE model and was considered highly valid for use in mathematics learning. Validation results showed an average score of 93.75% from material experts and 94.79% from media experts, both categorized as “very valid.” In addition, student responses toward the use of Dakpin media reached 91%, indicating a highly positive reception. These findings suggest that Dakpin media is appropriate and effective as a learning tool to support students’ understanding of GCF and LCM concepts in elementary mathematics learning.

Nailatul Karimah; Iqnatia Alfiansyah; Nataria Wahyuning Subayani

Jurnal Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to describe: (1) the development process of the Eksotika Pop-Up Book media on local wisdom material for fourth-grade elementary school students, (2) the validity of the media, (3) its effectiveness, and (4) students’ responses toward the media. This research employed a Research and Development (R&D) method using the ADDIE model, consisting of Analyze, Design, Development, Implementation, and Evaluation stages. The study was conducted at UPT SDN 256 Gresik. Data were collected through interviews, observations, validation questionnaires from media and material experts, student response questionnaires, and learning outcome tests. The results showed that the Eksotika Pop-Up Book media was feasible for use in learning activities, obtaining a media expert validation score of 95.31% and a material expert validation score of 93.75%, both categorized as very valid. The media and content were aligned with the learning objectives and supported students’ understanding of local wisdom traditions in Gresik, including Rebo Wekasan, Malam Selawe, Pasar Bandeng, Sanggring, Pencak Macan, and Damar Kurung. Therefore, the Eksotika Pop-Up Book is considered valid and feasible as an alternative learning medium for Grade IV IPAS learning.

Diva Amilia Ramadhani; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Strengthening scientific literacy in elementary science learning requires interactive and contextual instructional strategies. Game-based learning has been shown to enhance student motivation and engagement (Clark et al., 2016). This study aims to develop and examine the effectiveness of an interactive quiz-based educational game on the topic of food chains and ecosystems for fifth-grade students. The research employed a Research and Development approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages (Yusuf & Rahman, 2023). The participants were 25 students. Data were collected through pretest and posttest instruments and analyzed using the N-Gain formula to measure learning improvement. The findings indicate a moderate to high increase in students’ learning outcomes after the implementation of the developed media. In addition, students demonstrated greater participation during the learning process. These results suggest that interactive quiz-based educational games can serve as an effective alternative strategy to enhance conceptual understanding in elementary science education.

Tanti Yusviva Kusuma Wardani; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop a Puzzle Book learning media for the topic of angle measurement and to examine its validity, practicality, and effectiveness for third-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE model and involved 26 third-grade students as participants. Data were collected through expert validation sheets, student response questionnaires, and learning achievement tests, which were analyzed using descriptive quantitative and qualitative methods. The results showed that the Puzzle Book obtained a validity score of 98.0% from media experts and 100% from material experts, both categorized as highly valid. Student responses reached 100%, indicating that the media is highly practical and engaging. Furthermore, the analysis of learning outcomes revealed a gain score of 0.9187 in the high category, demonstrating that the Puzzle Book effectively improves students’ problem-solving abilities in angle measurement. Overall, the Puzzle Book learning media is highly feasible, practical, and effective for classroom implementation, as its interactive design and alignment with third-grade learning characteristics help students understand angle concepts more concretely, enjoyably, and meaningfully.

Dwi Rahmawati; Iqnatia Alfiansyah; Afakhrul Masub Bakhtiar

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to (1) describe the development process of the Smart Box I Obey the Rules media; (2) describe the validity of the Smart Box I Obey the Rules media; and (3) describe student responses to the Smart Box I Obey the Rules media. This study uses the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model. This research was conducted at the UPT SD Negeri 253 Gresik during the odd semester. The subjects were 25 students, 10 boys and 15 girls. Data collection techniques used included interviews, media expert validation questionnaires, material validation questionnaires, and student response questionnaires. The results of the study indicate that the Smart Box media I Obey the Rules achieved a validation result of 96,25% from media experts, categorized as very valid, a validation result of 98,75% from material experts, and a student response result of 96,8%, categorized as very good. Based on these results, the Smart Box learning media I Obey the Rules is declared valid and pravtical, making it suitable for use as a learning medium for Pancasila Rducation for first-grade elementary school students.

Bethanya Br Sipahutar; Sarah Ramadani; Anggraini Thesisia Saragih; Khairul Azmi Siagian

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to develop a storytelling-based learning media in the form of a YouTube video to support students’ understanding of narrative text based on their learning needs. This study employed a Research and Development (R&D) design using the ADDIE model, focusing on the stages of analysis and development. The data were collected through a questionnaire as part of the needs analysis to identify students’ responses toward listening and repetition activities, as well as the difficulties they face in understanding narrative texts. The results show that students generally respond positively to listening and repetition. However, they still experience difficulties in understanding the storyline and vocabulary. The findings also indicate that students need learning support in the form of audio, visual elements, and vocabulary assistance. Based on these findings, a learning product was developed in the form of a YouTube-based digital storytelling video entitled “Learn Narrative Text Through Fun Storytelling (Listen, Repeat & Retell)”. The video integrates storytelling, repetition, vocabulary explanation, and speaking practice to support students’ comprehension. Due to time limitations, this study was limited to the development of a prototype and has not yet included expert validation. Therefore, future research is recommended to conduct validation to evaluate the feasibility and effectiveness of the developed product.

Edward Johannes Tumanggor; Angel May Donna Br Sembiring; Zahwa Nabila Andriza Nst; Anggraini Thesisia Saragih; Khairul Azmi Siagian

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

Many senior high school students face significant difficulties in generating ideas, organizing thoughts, and selecting appropriate vocabulary when writing descriptive texts. Traditional teaching methods often limit creativity, making the integration of visual media crucial. Therefore, this study aims to develop creative poster-based learning module for teaching descriptive writing. A Research and Development (R&D) design was employed, adapting the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. However, due to time constraints, this research is strictly limited to the Analysis (Needs Analysis) and the initial Development (Prototype Development) stages. The participants for the needs analysis consisted of 22 senior high school students in Indonesia, selected through purposive sampling. Data were collected using an online needs analysis questionnaire. The findings indicate a strong student preference for visual support, which informed the design and creation of a poster-based learning module prototype intended to help students visualize concepts. The implications suggest that while the prototype aligns with student needs, further research is required to validate and test the product.

Arin Huwaida; Natalia Silalahi; Irsan Irsan; Halimatussakdiah Halimatussakdiah; Husna Parluhutan Tambunan

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop Smartboard Book teaching materials based on Augmented Reality that are valid, practical, and effective for improving students' learning outcomes in the IPAS (Science) subject for grade IV at SDIT Al-Farabi. This study uses the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of this study were grade IV students at SDIT Al-Farabi. Data collection techniques were conducted through expert validation questionnaires, response questionnaires, and learning outcome tests. The results indicate that the Smartboard Book teaching material was declared very valid, with material and test instrument validation percentages of 88% and media validation of 95%. The teaching material was also declared practical based on teacher and student responses. Furthermore, this media proved to be effective in improving students' learning outcomes with an N-gain score of 0.86, which falls into the high category. Based on these findings, it is recommended that teachers utilize Smartboard Book teaching materials based on Augmented Reality as an alternative medium in learning activities to create a more interactive and engaging learning environment.

Ni Nyoman Ayu Pradnyani Putri Editha; I Gede Suwiwa; Peby Gunarto

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to develop a flipbook-based multimedia teaching material for the Tennis Learning course. The research employed a Research and Development (R&D) approach using the ADDIE model as the development framework, which consists of five stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The research subjects included students of the Physical Education, Health, and Recreation Study Program, Faculty of Sports and Health, Universitas Pendidikan Ganesha, as well as subject matter experts, instructional design experts, instructional media experts, and field practitioners. The product was evaluated through individual trials (3 students), small group trials (7 students), and large group trials (21 fourth-semester students). The validation results indicated feasibility percentages of 96% from the subject matter expert, 97% from the instructional design expert, 100% from the instructional media expert, and 97% from the field practitioner. Meanwhile, student trial results showed feasibility percentages of 97% in the individual trial, 96% in the small group trial, and 97% in the large group trial. Therefore, the flipbook-based multimedia teaching material on officiating in the Tennis Learning course was categorized as excellent and highly feasible for use as a supporting instructional resource in both classroom and field learning activities.

Farhan Andrian; I Gede Suwiwa; Peby Gunarto

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop flipbook-based multimedia instructional materials for the basic techniques of forehand and backhand volley in the Tennis Learning course. This research employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The validation subjects included a content expert, a learning media expert, an instructional design expert, and a field practitioner. Product trials were conducted with students of the Physical Education, Health, and Recreation Study Program, Faculty of Sports and Health, Universitas Pendidikan Ganesha, through individual trials involving three students, small-group trials involving seven students, and large-group trials involving twenty-one students. Data were collected using questionnaires with rating scales and were analyzed using descriptive qualitative and quantitative analysis in the form of percentages. The results indicated that the content expert validation achieved 98%, the media expert 93%, the instructional design expert 97%, and the field practitioner 98%, all categorized as very good. The individual trial obtained 97%, the small-group trial 98%, and the large-group trial 96%, all classified as very good. Therefore, the flipbook-based multimedia instructional materials on basic volley techniques are considered highly feasible for use as learning resources in tennis instruction.  

Rani Novriza Putri; Agusminarti Agusminarti; Hadi Purwanto

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2026 International Forum of Researchers and Lecturers

Learning media is a tool that can be used to help students learn better and more efficiently. The media used in SMP Negeri 23 Pekanbaru is a teacher-centered picture/poster media so that students quickly get bored, and because of the limited media from the school. Most students prefer learning that involves them directly such as the element of games. The learning models used are discovery, PBL, and lecture models, and student learning activities are still lacking or less active in science learning. The purpose of this study is to develop learning media in the form of a cooperative-based snakes and ladders game with the Teams Games Tournament (TGT) type which aims to train student learning activities. The research method used is Research and Development (R&D) by implementing the ADDIE model which consists of five stages, namely Analyze, Design, Development, Implement, and Evaluation. Based on the validation results obtained, media experts were 94% with very feasible criteria, material experts were 92% with very feasible criteria, teachers gave a practicality assessment of 95% with very practical criteria, and students' responses were 85% with very interested criteria. This shows that the snakes and ladders media based on Teams Games Tournament (TGT) is very reasonable, very practical to use, and very interesting for students during the learning process. The results of observations on all student learning activities showed that 79% got a good interpretation.

Mery Octavia Sari; Roni Faslah; Nadya Fadillah Fidhyallah

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop and assess the feasibility of Microsoft Access-based learning media as a digital archive tool. Using a Research and Development (R&D) approach, the study follows the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The participants included one media expert, one material expert, one language expert, and 33 class X MPLB students at SMK Negeri 49 Jakarta. Data collection was conducted through observations, interviews, and questionnaires rated on a Likert scale, evaluated by experts and students. The findings show that: 1) The Microsoft Access-based media, developed for the MPLB basics subject, can be run on laptops or computers; 2) The media suitability received an 81.3% rating ("Very Appropriate"), material suitability 89.3% ("Very Appropriate"), and language suitability 100% ("Very Appropriate"). In the trials, individual testing with three students yielded 89.6% ("Very Eligible"), small group testing with 10 students received 75.7% ("Decent"), and field testing with 20 students reached 86.8% ("Very Eligible"). 3) The product is deemed highly suitable by experts, with strong support from small group and field trials, confirming its effectiveness as a learning tool.

Musthofawiyah Musthofawiyah; Tanti Kurnia Sari

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop a pop-up book learning medium with the theme “Einkaufen” (Shopping) as a German language instructional medium for Grade XI students at SMA Negeri 3 Binjai. The background of this study is the low level of students’ understanding of the learning materials and their lack of learning motivation due to the use of monotonous conventional media. This research employs a Research and Development (R&D) approach using the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of the implementation stage indicate that 98.3% of students agreed that the pop-up book is effective for use in German language learning, and 96.7% stated that the material content is easy to understand. The pop-up book consists of six pages containing learning materials and exercises that focus on reading, writing, and speaking skills. Validation by material and media experts yielded a score of 90, categorized as very good. These findings demonstrate that the developed pop-up book medium is not only visually engaging but also capable of enhancing students’ motivation and comprehension in an integrative German language learning process. This medium can serve as an effective alternative for improving the quality of foreign language learning at the secondary school level.

Nabila Fitri Angelika

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The interactive learning video innovation "Human Blood Circulation" through Edpuzzle, with embedded questions, is designed to address the difficulties faced by fifth-grade elementary school students in understanding abstract biological concepts. Science education in elementary schools often encounters challenges in explaining invisible processes, such as the heart's working mechanism and blood circulation, leading students to struggle with comprehension or merely memorize the material. Conventional learning videos tend to make students passive, necessitating media that can transform the learning process into an active one. Edpuzzle, as an educational platform, allows teachers to insert questions at critical points in the video, requiring students to answer before continuing to watch. This innovation aligns with the cognitive development stage of fifth-grade students, who are in the concrete operational stage.The research objectives include product development, validity and feasibility testing, analysis of conceptual understanding improvement, influence on focus and learning independence, and student responses. Media development refers to Mayer's cognitive theory of multimedia and the characteristics of interactive videos according to Heinich et al. Additionally, media development models such as ADDIE and Dick and Carey are discussed. The main benefits of using Edpuzzle include increasing engagement, facilitating real-time formative assessment, and enhancing learning motivation. However, challenges exist such as technology access, teacher readiness, the risk of technology dependency, and long-term evaluation. The practical implications can support digital learning and the transformation of elementary science education.

Ristik Arini Auliya'Sari; Arissona Dia Indah Sari; Afakhrul Masub Bakhtiar

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop Student Worksheets (LKPD) incorporating the traditional serok kuali game on multiplication material for third-grade students at SDN Deket Wetan Lamongan and to determine their validity, effectiveness, and practicality. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. The research subjects included two expert validators, namely a media expert and a subject-matter expert, as well as 15 third-grade students at SDN Deket Wetan Lamongan. Data were collected using expert validation questionnaires, conceptual understanding tests (pretest and posttest), and student response questionnaires. The results showed that the developed LKPD demonstrated a very high level of validity, with a score of 97.5% from the media expert and 95.55% from the subject-matter expert. The effectiveness test indicated an improvement in students’ learning outcomes, with an N-Gain score of 0.803 (80.3%), which falls into the effective category. In addition, students’ responses to the use of the LKPD reached a percentage of 95.6%, categorized as very good. Based on these findings, it can be concluded that the LKPD incorporating the traditional serok kuali game is feasible, effective, and practical for use as instructional material to enhance third-grade elementary school students’ understanding of multiplication concepts.