IMPLEMENTASI MODEL GAME BASED LEARNING DENGAN MEDIA ULAR TANGGA DALAM MENGEMBANGKAN MOTIVASI BELAJAR PENDIDIKAN AGAMA HINDU DAN BUDI PEKERTI DI SMAN 2 BANGLI

Authors

  • Ni Nyoman Putri Widyastini Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar
  • I Nengah Sumantra Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar
  • I Nengah Arimbawa Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Keywords:

Game Based Learning, media ular tangga, motivasi belajar, pendidikan agama Hindu dan Budi Pekerti

Abstract

This study is motivated by the importance of developing students’ learning motivation in Hindu Religious and Character Education at SMA Negeri 2 Bangli to create a more active, meaningful, and engaging learning process. This study aims to determine: (1) the implementation of the Game Based Learning model using snakes and ladders media, (2) the supporting and inhibiting factors in the implementation of the model, and (3) its implications for students’ learning motivation. This research employed Constructivism theory from Jean Piaget & Lev Vygotsky and Self-Determination Theory from Deci and Ryan as analytical foundations. The subjects were the principal, hindu religious teacher, and students of class XIA at SMA Negeri 2 Bangli. Data were collected through observation, interviews, documentation, and literature study. The data were analyzed using descriptive qualitative analysis techniques through the stages of data reduction, data display, and conclusion drawing. The results show that (1) learning was carried out through planning, implementation, and evaluation stages using game-based activities that actively involved students; (2) supporting factors included a point system, mystery cards, simple and familiar media, appropriate questions, and support from teachers and the school, while inhibiting factors included differences in participation, self-confidence, students’ abilities, limited time, and complex media preparation; (3) the model positively affected students’ learning motivation, shown through greater interest, participation, self-confidence, social interaction, and perseverance in understanding the material. The findings are expected to contribute to innovative learning strategies in Hindu Religious Character Education.

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Published

2026-10-29

How to Cite

Widyastini, N. N. P., Sumantra, I. N., & Arimbawa, I. N. (2026). IMPLEMENTASI MODEL GAME BASED LEARNING DENGAN MEDIA ULAR TANGGA DALAM MENGEMBANGKAN MOTIVASI BELAJAR PENDIDIKAN AGAMA HINDU DAN BUDI PEKERTI DI SMAN 2 BANGLI . Upadhyaya : Jurnal Penelitian Pendidikan, 7(2), 71–82. Retrieved from https://ojs.uhnsugriwa.ac.id/index.php/UP/article/view/6685