Education and Tourism: Optimizing Offline Learning through Snakes and Ladders Game at the Islamic Tourism Study Program of IAIN Parepare
Main Article Content
Abstract
Purpose: This article's goal is to suggest classroom action research to enhance tourism learning through the game of snakes and ladders.
Method: This study was conducted in a classroom setting from October 18 through November 14, 2021. 33 students are the study's participants. There were four stages of this classroom action research project: planned, stages, preparation, execution, and assessment.
Result: The class activity revealed that no students in the first cycle received a pre-test score of 75, that only 5% of students actively engaged in their learning, and that the classroom environment was monotonous. Contrary to the previous cycle, cycle II's use of the snake and ladder game resulted in a score of 98 percent for students who scored above the 75th percentile and an increase in participation of 90 percent. Additionally, they participate in their education actively and expressively, which has a favorable impact on the learning environment.
Contribution: In various segments, including PAUD, elementary, and junior high schools, snakes and ladders media has long been used to motivate students to learn, improve learning outcomes, and boost self-confidence. However, incorporating tourism into snakes and ladders media with the student segment is novelty and adds contribution to articles about this.
Downloads
Article Details
References
Chabib, M., Djatmika, E. T., & Kuswandi, D. (2017). Efektivitas pengembangan media permainan ular tangga sebagai sarana belajar tematik SD. Jurnal Pendidikan: Teori …. Retrieved from http://journal.um.ac.id/index.php/jptpp/article/view/9634
Domasti, A. A. (2017). Butuh Trik Khusus Mengajar Generasi Milenial. Kompas.Com. Retrieved from https://edukasi.kompas.com/read/2017/05/17/20084651/butuh.trik.untuk.mengajar.generasi.milenial
Fransisca, R., Wulan, S., & Supena, A. (2020). Meningkatkan percaya diri anak dengan permainan ular tangga edukasi. Jurnal Obsesi: Jurnal Pendidikan …. Retrieved from https://www.obsesi.or.id/index.php/obsesi/article/view/405
Hanifah, N. (2014). Memahami penelitian tindakan kelas: teori dan aplikasinya. Bandung: UPI Press. Retrieved from https://books.google.co.id/books?hl=id&lr=&id=SQVKDwAAQBAJ&oi=fnd&pg=PR5&ots=jMFtXyJ1Cw&sig=7atslK0DnWutRfUscoGHVxdtGhs&redir_esc=y#v=onepage&q&f=false
Madara, S. R. (2018). Future of millennial generations: A review. 2018 Advances in Science and Engineering Technology International Conferences, ASET 2018, pp. 1–4. https://doi.org/10.1109/ICASET.2018.8376927
Maisyarah, E., & Firman, F. (2019). Media Permainan Ular Tangga, Motivasi Dan Hasil Belajar Peserta Didik Di Sekolah Dasar. Jurnal Pendidikan. researchgate.net. Retrieved from https://www.researchgate.net/profile/Elke-Maisyarah-2/publication/330159942_Media_Permainan_Ular_Tangga_Motivasi_Dan_Hasil_Belajar_Peserta_Didik_Di_Sekolah_Dasar/Links/5c306b8592851c22a35b3fa5/Media-Permainan-Ular-Tangga-Motivasi-Dan-Hasil-Belajar-Peserta
Meriyati, M. (2019). Snake and Ladder Game Integrated with Asmaul-husna: Development of Learning Media. Journal of Physics: Conference Series, Vol. 1155. https://doi.org/10.1088/1742-6596/1155/1/012024
Mulyatiningsih, E. (2019). Metode Penelitian Tindakan Kelas. Ilmu Keolahragaan Nasional.
staff.uny.ac.id. Retrieved from http://staff.uny.ac.id/sites/default/files/pengabdian/dra-endang-mulyatiningsih-mpd/8cmetode-penelitian-tindakan-kelas.pdf
Panse, P. (2019). An Edutainment Approach to Enhance Teaching–Learning Process. Advances in Intelligent Systems and Computing, Vol. 870, pp. 501–511. https://doi.org/10.1007/978-981-13-2673-8_53
Pitana, I. G., & Diarta, I. K. S. (2009). Pengantar Ilmu Pariwisata. Yogyakarta: Yogyakarta: ANDI.
Pontororing, N., Sengkey, R., & Tulenan, V. (2016). Game Pengenalan Objek Wisata Kota Tomohon. Jurnal Teknik Informatika, 7(1). https://doi.org/10.35793/jti.7.1.2016.10773
Ratieh, W., & Fachrurrozie. (2014). Teams Games Tournament (Tgt) Sebagai Metode Untuk Meningkatkan Keaktifan Dan Kemampuan Belajar. Dinamika Pendidikan Unnes, 9(1), 48–56.
Sary, F. P., Prasetio, A., & Moslem, M. (2021). E- Learning Utilization To Improve the Students ’ Learning Achievement. Indonesian Journal of Learning and Instruction, 4(1), 49–54.
Shihab, M. Q. (2012). Tafsir Al-Mishbah Jilid 10 (as-syuara’, an-naml, al-qasas, ankabut).
Sohibun, S., & Ade, F. Y. (2017). Pengembangan Media Pembelajaran Berbasis Virtual Class Berbantuan Google Drive. Tadris: Jurnal Keguruan Dan Ilmu Tarbiyah, 2(2), 121. https://doi.org/10.24042/tadris.v2i2.2177
Valerie Strauss. (2018). Americans: Get ready for the post-millennial generation. They have a lot to say. Washingtonpost.Com. Retrieved from https://www.washingtonpost.com/education/2018/11
/05/americans-get-ready-post-millennial-generation-they-have-lot-say/
Widiana, I. W., Parera, N. P. G., & Yuda Sukmana, A. I. W. I. (2019). Media Permainan Ular Tangga Untuk Meningkatkan Hasil Belajar Siswa Kelas Iv Pada Kompetensi Pengetahuan Ipa. Journal of Education Technology, 3(4), 315. https://doi.org/10.23887/jet.v3i4.22556
Yuni, Y. A., Zulhanan, Z., & Sodikin, S. (2019). Pengembangan Permainan Ular Tangga Bernuansa Islami Untuk Pembelajaran IPA. Indonesian Journal of Science and Mathematics Education, 2(2), 194–203. https://doi.org/10.24042/ijsme.v2i2.4343