The Development of QR-Code-Based Educational Snake and Ladder Game as A Medium for Islamic Education Learning at SMP Negeri 2 Satu Atap Halongonan

Authors

  • Muhammad Ihsan Siregar Universitas Islam Negeri Sunan Kalijaga Yogyakarta, Indonesia
  • Yuli Kuswandari Universitas Islam Negeri Sunan Kalijaga Yogyakarta, Indonesia

Keywords:

Learning Media, Snakes and Ladders, QR Code, Islamic Religious Education

Abstract

Learning media play a crucial role in enhancing the effectiveness of education. In the subject of Islamic Religious Education (PAI), learning is often perceived as difficult and less engaging, thereby requiring innovations through interactive media. This study aims to develop and assess the feasibility of a learning medium based on the educational board game Snakes and Ladders integrated with QR Codes. The research employed the Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). A limited trial was conducted with 15 seventh-grade students at SMP Negeri 2 Satu Atap Halongonan. Validation results indicated a very high level of feasibility, with scores of 100% from material experts, 97% from media experts, and 91% from peer reviewers. Teacher assessments reached 90%, while student responses achieved 98%, confirming that the medium is highly feasible for use in teaching the topic of aharah (purification from impurities and ritual uncleanness). Thus, the QR Code–based Snakes and Ladders medium can serve as an innovative alternative in PAI learning.

References

Arikunto, S. (2010). Prosedur Penelitian: Suatu Pendekatan Praktik. Jakarta: Rineka Cipta.

Arsyad, A. (2011). Media Pengajaran. Jakarta: Rajawali Pers.

Auliyawati, J., & Nugroho, O. F. (2023). Pengembangan Media Pembelajaran Ular Tangga Untuk Meningkatkan Motivasi Belajar Siswa Sekolah Dasar Pada Materi IPA. Pedagogia: Jurnal Ilmiah Pendidikan, 15(2), 61–64. https://doi.org/10.55215/pedagogia.v15i2.9117

Azizah, D. N., & Humaisi, M. S. (2021). Kebijakan Sekolah terhadap Penggunaan Gadget dalam Pembelajaran IPS Terpadu. ASANKA: Journal of Social Science And Education, 2(1), 117–131. https://doi.org/10.21154/asanka.v2i1.3052

Branch, R. M. (2009). Instructional Design: The ADDIE Approach. New York: Springer. https://doi.org/10.1007/978-0-387-09506-6

Hamdi, Rizal, S. U., Hikmah, N., Syabrina, M., Sulistyowati, & Mualimin. (2024). Developing Digital-Based Islamic Religious Education Teaching Modules on the Subject Matter of Duha Prayer in Elementary Schools. JPAI: Jurnal Pendidikan Agama Islam, 21(1), 131–146. https://doi.org/10.14421/jpai.v21i1.7520

Handayani, F. A., & Haryati, T. (2024). Pemanfaatan Media Pembelajaran QR-Code Sebagai Upaya Implementasi Pendidikan Sesuai Kodrat Zaman KHD di SMP Negeri 6 Semarang. Jurnal Ilmiah Profesi Pendidikan, 9(2), 809–815. https://doi.org/10.29303/jipp.v9i2.2180

Harahap, G. (2024). Pengembangan ULTABI (Ular Tangga Biologi) Terintegrasi Keislaman Berbasis QR-code pada Materi Sistem Reproduksi sebagai Media Pembelajaran Siswa SMA/MA (Skripsi). UIN Sunan Kalijaga Yogyakarta, Yogyakarta.

Hasibuan, N., Lubis, S. A., & Usiono, U. (2023). Konsep Pendidikan Agama Islam Dalam Meningkatkan Karakter Siswa di Era Globalisasi Pada MAN 1 Padangsidimpuan. Edukasi Islami: Jurnal Pendidikan Islam, 12(4).

Ihsan, A. B., & Jadmiko, R. S. (2025). Kualitas Media Pembelajaran Ular Tangga Berbantuan QR-Code Mata Pelajaran IPAS Materi Sistem Organ Tubuh Manusia Pada Peserta Didik Kelas V SDN 1 Bulusari Tulungagung. JUPEIS : Jurnal Pendidikan Dan Ilmu Sosial, 4(3), 320–324. https://doi.org/10.57218/jupeis.Vol4.Iss3.1721

Julia, M. A., Fitriani, N., & Setiawan, R. (2024). Proses Pembelajaran Konstruktivisme yang Bersifat Generatif di Sekolah Dasar. Jurnal Pendidikan Guru Sekolah Dasar, 1(3), 7. https://doi.org/10.47134/pgsd.v1i3.519

Prensky, M. (2001). Digital Game-Based Learning. New York: Mcgraw Hill.

Rifai, A., & Anni, C. T. (2012). Psikologi Pendidikan. Semarang: UNNES Press.

Sadiman, A. S., Rahardjo, R., Haryono, A., & Rahardjito. (2014). Media Pendidikan: Pengertian, Pengembangan dan Pemanfaatannya. Jakarta: PT RajaGrafindo Persada.

Slamet, F. A. (2022). Model Penelitian Pengembangan (R n D). Malang: Institut Agama Islam Sunan Kalijogo Malang.

Sudijono, A. (2011). Pengantar Statistik Pendidikan. Jakarta: Rajawali Pers.

Sudjana, N., & Rivai, A. (2010). Media Pengajaran. Bandung: Sinar Baru.

Sugiyono. (2018). Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Sulistyorini, Y., & Sumajaya, A. S. (2024). Pengembangan Media Pembelajaran Permainan Ular Tangga dalam Pembelajaran Literasi dan Numerasi. Cakrawala, 3(1), 36. https://doi.org/10.28989/cakrawala.v3i1.2200

Winarko, W., Mulyono, E., Patimah, S., Afifatun, S., & Sajdah, S. (2025). Media Pembelajaran Pendidikan Agama Islam. Ilmuna: Jurnal Studi Pendidikan Agama Islam, 7(2), 400–412. https://doi.org/10.54437/ilmuna.v7i2.2155

Zubaedi, M. (2025). The Effectiveness of the Discovery Learning Model in Fiqh Learning in Madrasah. Journal of Education and Religious Studies, 5(01), 22–31. https://doi.org/10.57060/jers-e7891c62

Downloads

Published

2026-02-10

How to Cite

The Development of QR-Code-Based Educational Snake and Ladder Game as A Medium for Islamic Education Learning at SMP Negeri 2 Satu Atap Halongonan. (2026). Kalijaga Journal of Islamic Religious Education, 1(1), 234-247. https://ejournal.uin-suka.ac.id/tarbiyah/jire/article/view/12054