Pemanfaatan media kartu edukatif adventure path sebagai inovasi pembelajaran sejarah manusia purba di SD Negeri Krikilan 1

Authors

  • Iswanti Iswanti Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta
  • Isnaeni Hasna Hanisah Fakultas Ekonomi dan Bisnis, Universitas Muhammadiyah Surakarta
  • Annisa Rahmawati Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta
  • Genta Pandu Wicaksana Naufal Ristofandi Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta
  • Anna Arbangatun Sholikah Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

DOI:

https://doi.org/10.53088/penamas.v6i1.2325

Keywords:

History Education, Prehistoric Humans, Adventure Path, Educational Cards, Joyful Learning

Abstract

History education in elementary schools is often considered boring and difficult for students to understand due to its abstract presentation and the dominance of lecture and memorisation methods. This condition results in low interest in learning and limited understanding of historical context among students. This community service program aims to improve understanding of ancient human history through an innovative medium in the form of Adventure Path cards. The activity was carried out at Krikilan 1 Public Elementary School, involving 70 students in grades IV–VI. The Adventure Path media consists of two types, namely Travel Cards and Quiz Cards. The Travel Cards contain material on the evolution of early humans in Indonesia and the stages of early life, while the Quiz Cards contain interactive questions to reinforce understanding through discussion. The implementation results showed a significant increase in student involvement in the classroom, as evidenced by students being more active, enthusiastic, and able to explain the sequence of evolution and the stages of ancient human life coherently. The joyful learning approach made history learning more enjoyable and meaningful, and contributed to efforts to preserve cultural values from an early age.

References

Dn, R. A. H., & Nora, Y. (2023). Pengaruh Strategi Joyfull Learning Terhadap Hasil Belajar Ips Siswa Kelas V Di Sd Negeri 20 Kurao Pagang Padang. Jurnal Fakultas Keguruan Dan Ilmu Pendidikan, 16(1).

Fatra, M., Darmayanti, R., & Dhakal, A. (2023). A study that uses Card based learning media to help students’ mathematical literacy. Delta-Phi: Jurnal Pendidikan Matematika, 1(2), 91–98. https://doi.org/10.61650/dpjpm.v1i2.277

Giwangsa, S. F. (2021). Pengembangan Media Kartu Kuartet Pada Pembelajaran IPS Sekolah Dasar. Pedagogi: Jurnal Penelitian Pendidikan, 8(1). https://doi.org/10.25134/pedagogi.v8i1.3992

Harahap, B. P. (2024). The Use of Quartet Card Learning Media in Social Studies Subjects in Elementary School: Systematic Literature Review. Journal of General Education Science, 250–255. https://doi.org/10.62966/joges.v2i2.941

Hidayanti, P. N. (2021). Literasi Digital: Urgensi dan Tantangan dalam Pembelajaran Sejarah. FACTUM: Jurnal Sejarah Dan Pendidikan Sejarah, 10(2), 155–162. https://doi.org/10.17509/factum.v10i2.39203

Islam, K. R., Komalasari, K., Masyitoh, I. S., Juwita, J., & Adnin, I. (2024). Pengaruh Model Pembelajaran Game Based Learning terhadap Motivasi Belajar Peserta Didik. Ideas: Jurnal Pendidikan, Sosial, Dan Budaya, 10(3), 619. https://doi.org/10.32884/ideas.v10i3.1640

Istiqomah, N., Lisdawati, L., & Adiyono, A. (2023). Reinterpretasi Metode Pembelajaran Sejarah Kebudayaan Islam: Optimalisasi Implementasi dalam Kurikulum 2013 di Madrasah Aliyah. IQRO: Journal of Islamic Education, 6(1), 85–106. https://doi.org/10.24256/iqro.v6i1.4084

Khotimah, K., Nusantara, T., & Mashfufah, A. (2024). Tantangan Membelajarkan Materi Ilmu Pengetahuan Sosial (IPS) di Sekolah Dasar: Systematic Literature Review (SLR). Sekolah Dasar: Kajian Teori Dan Praktik Pendidikan, 33(1), 73–81. https://doi.org/10.17977/um009v33i12024p73-81

Landina, I. A. P. L., & Agustiana, I. G. A. T. (2022). Meningkatkan Berpikir Kritis Siswa melalui Media Pembelajaran Flipbook berbasis Kasus pada Muatan IPA Kelas V SD. Mimbar Ilmu, 27(3), 443–452. https://doi.org/10.23887/mi.v27i3.52555

Mahardika, P. A., Khairinnisa, R., Aji, A. P., & Shavab, O. A. K. (2024). Efektifitas Media Pembelajaran Game Card Terhadap Materi Sejarah Australia di Kelas XI IPS 4 di SMA Negeri 9 Kota Tasikmalaya. King Jurnal Sejarah Indonesia, 1(1).

Mahmudi, M. B., Arief, A., & Rehani. (2025). Strategi Joyful Learning dalam Meningkatkan Motivasi, Keterlibatan dan Pemahaman Konsep Peserta Didik Pada Pembelajaran Pendidikan Agama Islam. Jurnal QOSIM Jurnal Pendidikan Sosial & Humaniora, 3(1), 96–103. https://doi.org/10.61104/jq.v3i1.662

Maulana, A. (2022). Inovasi Pendidikan Dalam Pembelajaran Sejarah Abad ke-21. Open Science Framework. https://doi.org/10.31219/osf.io/wmpd8

Nugraha, D., & Hasanah, A. (2021). Pendidikan Karakter Berbasis Nilai-Nilai Budaya Di Sekolah. Jurnal Pendidikan PKN (Pancasila dan Kewarganegaraan), 2(1), 1. https://doi.org/10.26418/jppkn.v2i1.40803

Nugraha, D., & Husni, F. A. N. (2025). Implementasi Teori Belajar Bermakna David Ausubel Dalam Pembelajaran Pendidikan Agama Islam. Jurnal Ilmu Pendidikan, 1(1).

Oktavallyan, D., Oktoeberza, W. K., Tamba, R. S., & Johar, A. (2023). Sistem Informasi QR-Code Berbasis Web untuk Pengenalan Benda Bersejarah di Museum Negeri Bengkulu. Medika Teknika : Jurnal Teknik Elektromedik Indonesia, 5(1), 9–19. https://doi.org/10.18196/mt.v5i1.17552

Rahmawati, I. Y., Wulansari, B. Y., Rusdiana, N. I., Pujiati, A., & Bariyah, S. K. (2024). Joyful Learning Approach In Increasing Motivation To Learn English In Middle School Students Of San Fabian, Philippines. Elite : English and Literature Journal, 11(1), 63–73. https://doi.org/10.24252/elite.v11i1.46175

Solehah, A., Vera Mandailina, Mahsup, Abdillah, & Wasim Reza. (2024). The Impact of Card-Based Learning Methods on Math Learning. JST (Jurnal Sains Dan Teknologi), 13(1), 67–81. https://doi.org/10.23887/jstundiksha.v13i1.65294

Sugiyono. (2020). Metode penelitian pendidikan: (Pendekatan kuantitatif, kualitatif dan R & D) (Cet. 6). Alfabeta.

Suleman, Muh. A. (2024). Meningkatkan Keterampilan Komunikasi Siswa melalui Penerapan Experiential Learning. Ideguru: Jurnal Karya Ilmiah Guru, 9(3), 1530–1538. https://doi.org/10.51169/ideguru.v9i3.1101

Utami, R. P., & Rezania, V. (2025). Implementation of Card Media to Improve Students Learning Activities. Jurnal Pijar Mipa, 20(2), 377–386. https://doi.org/10.29303/jpm.v20i2.8735

Waterworth, P. (2020). Creating Joyful Learning within a Democratic Classroom. JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE), 3(2), 109. https://doi.org/10.33578/jtlee.v3i2.7841

Wicaksono, S. R. (2020). Joyful Learning in Elementary School. International Journal of Theory and Application in Elementary and Secondary School Education, 2(2), 80–90. https://doi.org/10.31098/ijtaese.v2i2.232

Yuniarti, A., Titin, T., Safarini, F., Rahmadia, I., & Putri, S. (2023). Media Konvensional Dan Media Digital Dalam Pembelajaran. JUTECH : Journal Education and Technology, 4(2), 84–95. https://doi.org/10.31932/jutech.v4i2.2920

Zufriady, Zikri, K., Marconi, A. P., Darmaneva, N. R., Azizah, N. R., Limbong, P., Febrianti, R. O., Fadila, S., Sahbani, V., & Juwita, Z. (2022). Pengabdian Pengabdian Masyarakat Melalui Sosialisasi Pencegahan Stunting Di Desa Lubuk Agung. Jurnal Pengabdian Multidisiplin, 3(1), 1–5. https://doi.org/10.51214/japamul.v3i1.365

Downloads

Published

2026-03-28

How to Cite

Iswanti, I., Hanisah, I. H., Rahmawati, A., Ristofandi, G. P. W. N., & Sholikah, A. A. (2026). Pemanfaatan media kartu edukatif adventure path sebagai inovasi pembelajaran sejarah manusia purba di SD Negeri Krikilan 1. Penamas: Journal of Community Service, 6(1), 257–269. https://doi.org/10.53088/penamas.v6i1.2325

Most read articles by the same author(s)