To see the other types of publications on this topic, follow the link: Snake Game.

Journal articles on the topic 'Snake Game'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Snake Game.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Johnson, Wayne D. "Gama' Giwe'Binigowin (The Snake Game)." Antioch Review 48, no. 1 (1990): 26. http://dx.doi.org/10.2307/4612139.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Padila, Padila, Juli Andri, Muhammad Bagus Andrianto, Andry Sartika, and Yesi Oktaviyani. "Bermain Edukatif Ular Tangga Mampu Mengatasi Kecemasan pada Anak Hospitalisasi." Jurnal Kesmas Asclepius 4, no. 1 (2022): 1–7. http://dx.doi.org/10.31539/jka.v4i1.3748.

Full text
Abstract:
This study aims to determine the effect of snake and ladder educational game therapy (APE) on reducing anxiety in hospitalized children. This study uses an experimental method with a one-group pre-post test design. The results showed that the average level of anxiety before playing snake and ladder therapy in treated children was 19.13 with moderate anxiety category. The rate after snake therapy in treated children was 14.20 with a mild grade. In conclusion, snake and ladder play therapy reduces anxiety levels in hospitalized children.
 
 Keywords: Hospitalization, Educational Game (
APA, Harvard, Vancouver, ISO, and other styles
3

Mujabun, Muhammad, and Amrini Shofiyani. "PENGGUNANAAN MEDIA PERMAINAN SNAKES AND LADDERS UNTUK MENINGKATKAN KEMAMPUAN MAHAROH KALAM." Al-Lahjah : Jurnal Pendidikan, Bahasa Arab, dan Kajian Linguistik Arab 2, no. 1 (2020): 130–41. http://dx.doi.org/10.32764/lahjah.v2i1.819.

Full text
Abstract:
The use of snakes and ladders game on the material (the ideals of the youth) is very feasible as a medium of learning Arabic according to media and material experts, as well as Arabic Language Teachers. The application of snake ladder learning media on the material (the ideals of teenagers) is effective in the activities and learning outcomes of students. In addition, the students' response analysis of the learning medium of the Arabic snake ladder game has a positive effect, because learning Arabic becomes more active, innovative, creative and effective. The use of this game media requires Ar
APA, Harvard, Vancouver, ISO, and other styles
4

Sari, Yurinda Witha, and Risma Risma. "Pengembangan Media Permainan Ular Tangga Berbasis Kearifan Lokal di TK Babel Kids Pangkalpinang." LENTERNAL: Learning and Teaching Journal 3, no. 2 (2022): 80–89. http://dx.doi.org/10.32923/lenternal.v3i2.2448.

Full text
Abstract:
This study aims to develop learning media for snakes and ladders game based on local wisdom of Bangka Belitung in BABEL KIDS Kindergarten Pangkalpinang. This research is the result of a study of the formulation of the problem, study is the result of a problem formulation study, namely the development of learning media for children's snake and ladder game based on local wisdom of Bangka Belitung in BABEL Kids Kindergarten Pangkalpinag. The purpose of this study was to determine the development of learning media for children's snake and ladder game based on local wisdom from Bangka Belitung at B
APA, Harvard, Vancouver, ISO, and other styles
5

Oktaviane, Josefin, Jasson Prestiliano, and T. Arie Setiawan Prasida. "Designing Educational Board Games For Children On Snake Handling Using Competitive Mechanisms." Indonesian Journal Of Educational Research and Review 4, no. 1 (2021): 1. http://dx.doi.org/10.23887/ijerr.v4i1.30443.

Full text
Abstract:
Education with material and only listening to explanations make some people bored so that the information they want to convey is not well received. In addition, there is a lack of media that can educate snake handling and facilitate children in learning in a fun way and can be played outside of study hours. This study aims to analyze an educational board game for snake handling using competitive mechanisms in children. This research uses a descriptive method. The techniques used in collecting data are interviews, observations, and questionnaires. The instrument used to collect data is a questi
APA, Harvard, Vancouver, ISO, and other styles
6

Putri Permatasari, Mega, and Ismail Marzuki. "PENGEMBANGAN MEDIA ULAR TANGGA PADA MATERI PENJUMLAHAN DAN PENGURANGAN KELAS I UPT SDN 13 GRESIK." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 8, no. 2 (2022): 2020–30. http://dx.doi.org/10.36989/didaktik.v8i2.507.

Full text
Abstract:

 This study aims to develop a snake and ladder game media to improve elementary school students' learning outcomes in addition and subtraction concepts. One of the problems of education is the lack of media facilities and infrastructure, so teachers are required to be creative in improving the quality of learning in the classroom, such as developing learning media in the classroom. One of the interesting learning media that can overcome student boredom in learning activities is game-based learning activities, such as the application of snakes and ladders game media. In student learning o
APA, Harvard, Vancouver, ISO, and other styles
7

Hadiyanto, Marvin Yonathan, Budi Harsono, and Indra Karnadi. "Zonation Method for Efficient Training of Collaborative Multi-Agent Reinforcement Learning in Double Snake Game." Advance Sustainable Science, Engineering and Technology 6, no. 1 (2023): 02401011. http://dx.doi.org/10.26877/asset.v6i1.17562.

Full text
Abstract:
This paper proposes a zonation method for training the two reinforcement learning agents. We demonstrate the method's effectiveness in the double snake game. The game consists of two snakes operating in a fully cooperative setting to maximize the score. The problem in this game can be related to real-world problems, namely, coordination in autonomous driving cars and the operation of collaborative mobile robots in warehouse applications. Here, we use a deep Q-network algorithm to train the two agents to play the double snake game collaboratively through a decentralized approach, where distinct
APA, Harvard, Vancouver, ISO, and other styles
8

Ketrin, Dhita. "Optimasi Pengembangan Snake Game Menggunakan Metode Iterative Development Untuk Melatih Keterampilan Motorik Anak-Anak." Jurnal SANTI - Sistem Informasi dan Teknik Informasi 4, no. 2 (2024): 47–53. http://dx.doi.org/10.58794/santi.v4i2.776.

Full text
Abstract:
Game merupakan permainan digital yang melibatkan interaksi antarmuka dengan pengguna. Namun dengan kemajuan teknologi saat ini game bisa dimainkan pada smartphone android [1]. Peneliti mengembangkan sebuah game edukatif "Snake" menggunakan platform Construct 3 yang dirancang khusus untuk anak-anak. manfaat bermain game Snake bagi anak-anak, dengan fokus pada dampak terhadap perkembangan kognitif, keterampilan motorik, dan aspek sosial. Game Snake, yang terkenal karena kesederhanaannya, menawarkan berbagai peluang untuk pengembangan keterampilan penting pada anak-anak. Selain itu, game ini juga
APA, Harvard, Vancouver, ISO, and other styles
9

Syarifah and Kintoko Rochadi. "Empowering Cadres in COVID-19 Prevention with IT-Based Snake and Ladder Game in Medan Tuntungan Subdistrict, Medan City." ABDIMAS TALENTA: Jurnal Pengabdian Kepada Masyarakat 8, no. 2 (2023): 674–85. http://dx.doi.org/10.32734/abdimastalenta.v8i2.13927.

Full text
Abstract:
Health cadres have long been known for their role in health development. For this reason, cadres can be used as learning facilitators in the community, and can continue to be encouraged to carry out services and counseling in the community, including COVID-19. How to conduct education in order to maintain health protocols encourages the service team to design learning media that are of interest to the public, both young and old, because the media is through playing, namely the snake and ladder game. The IT-based Snakes and Ladders game referred to in this service is Snakes and Ladders Board Ga
APA, Harvard, Vancouver, ISO, and other styles
10

Afghani, Apriliana, Ennimay, and Eka Wisanti. "Efektivitas Edukasi Permainan Ular Tangga terhadap Peningkatan Pengetahuan dan Tindakan Memakai Masker dan Mencuci Tangan pada Anak selama Pandemi Covid-19." Journal of Bionursing 4, no. 3 (2022): 191–98. http://dx.doi.org/10.20884/1.bion.2022.4.3.152.

Full text
Abstract:
Education to prevent the spread of Corona Virus Deases 19 in children is urgently needed. Efforts to increase children's knowledge and action in preventing COVID-19 can use media that are interesting and fun like snake and leadder game. 
 This study aimed to determine the effectiveness of education using snake and ladder media on the knowledge and action of wearing masks and washing hands in children during the COVID-19 pandemic. 
 The research design was pre-experimental with the type of One-group pretest-posttest design. Total 38 children recruited by simple random sampling techniq
APA, Harvard, Vancouver, ISO, and other styles
11

Dewi, Windhi Lesna, and Evi Nurhalimah. "MENINGKATKAN KEMAMPUAN KOGNITIF ANAK USIA DINI MELALUI PERMAINAN SNAKE AND LADDER MODIFIED BOARD DI RA SUNAN KALIJOGO KALIPARE-MALANG." JURALIANSI: Jurnal Lingkup Anak Usia Dini 4, no. 1 (2023): 38–47. https://doi.org/10.35897/juraliansipiaud.v4i1.966.

Full text
Abstract:
Implementation of snake and ladder modified board games in improving cognitive abilities in early childhood. The aim is to get the results of the development of cognitive abilities in children. The type of research used is classroom action research (PTK) to see the cognitive abilities of children who are less than optimal. In data collection, through interviews, observation, and documentation. The results of the research and discussion developed on the Snake and Ladder Modified Board game media conducted at RA Sunan Kalijogo Kalipare show that the Snake and Ladder game in terms of modification
APA, Harvard, Vancouver, ISO, and other styles
12

Maksum, Enisah, Nurharlina Nurharlina, Dyan K. Nugrahaeni, Iin Inayah, and Mamat Lukman. "Efektivitas Promosi Kesehatan Permainan Ular Tangga Modifikasi terhadap Tingkat Pengetahuan tentang Protokol Kesehatan COVID-19." Journal of Telenursing (JOTING) 4, no. 2 (2022): 449–58. http://dx.doi.org/10.31539/joting.v4i2.3843.

Full text
Abstract:
This study aims to test the effectiveness of the modified snake and ladder game on the level of knowledge about COVID-19 health protocols in grade 1 elementary school (SD) students at SDN Karang Pawulang, Bandung City. The method used is a true experiment pre-test & post-test group control design. The results showed a difference between the pre-test and post-test scores obtained was 0.025. In conclusion, the modified snake and ladder game is effective in increasing the knowledge of grade 1 elementary school students about the COVID-19 health protocol.
 Keywords: COVID-19, Health Promo
APA, Harvard, Vancouver, ISO, and other styles
13

Fitrizah, Miki Kurnia, Ardini S. Raksanagara, and Ridad Agoes. "THE INFLUENCE OF SNAKES AND LADDERS GAME TO IMPROVE KNOWLEDGE AND ATTITUDES OF ELEMENTARY SCHOOL STUDENTS ABOUT STOP BABS IN BANDUNG CITY." Indonesian Journal of Public Health 15, no. 2 (2020): 173. http://dx.doi.org/10.20473/ijph.v15i2.2020.173-180.

Full text
Abstract:
Increased knowledge and attitude on students can be done by using interesting, convenient, and simple health promotion method or media such as snake and ladder game. This study is aimed to measure and analyze the effectivenes of snake and ladder game and Triggering stop BABS on elementary school students’ knowledge and attitude. The research method used is true experiment approach to the design of two group pre-test post-test design. The samples were 62 respondents, 31 for triggering group and 31 for snake and ladder game group. The research instrument was questionnaire. Analyzing data used R
APA, Harvard, Vancouver, ISO, and other styles
14

Widyastuti, Yani, Ariana Setiani, Yuliasti Eka, and Diah Wulandari. "Modified Snakes and Ladders to Increase Elementary Students Knowledge About Anticipating Child Sexual Abuse." Jurnal Profesi Medika : Jurnal Kedokteran dan Kesehatan 18, no. 2 (2024): 208–14. https://doi.org/10.33533/jpm.v18i2.9331.

Full text
Abstract:
One in four girls and one in 13 boys globally experience child sexual abuse (CSA), a public health crisis. Snakes and ladders-based reproductive health education to combat CSA. This study examined the impact of snakes and ladders game modification on CSA anticipation knowledge. The study was quasi-experimental with pre- and post-test control groups. Sample size was 118. The experimental group received a modified snakes and ladders game comprising 59 students, whereas the control group received a brochure. The sampling method is sequential. This study included grade 4-6 primary pupils. The snak
APA, Harvard, Vancouver, ISO, and other styles
15

Rahman, Vella Oktavia Rahejeng Pitaloka. "PENGEMBANGAN MEDIA PMBELAJARAN SMART SNAKE AND LADDER GAME PADA MATERI BANGUN RUANG SISI DATAR KELAS VIII." JPM : Jurnal Pendidikan Matematika 4, no. 2 (2019): 69. http://dx.doi.org/10.33474/jpm.v4i2.2618.

Full text
Abstract:
Pengembangan ini bertujuan untuk mendeskripsikan proses pengembangan smart snake and ladder game pada materi bangun ruang sisi datar kelas VIII. Serta melakukan validasi dan uji coba media smart snake and ladder game pada materi bangun ruang sisi datar kelas VIII.Dalam pengembangan smart snake and ladder game pada materi bangun ruang sisi datar kelas VIII ini divalidasi oleh tiga validator yang meliputi satu ahli materi memperoleh skor 3,36 satu ahli desain dan media memperoleh skor 3,40 dan praktisi memperoleh skor 3,39 Sehingga dapat diperoleh rata-rata skor dari ketiga validator adalah 3,38
APA, Harvard, Vancouver, ISO, and other styles
16

Maria Dimitrij Angie Pavita. "Students’ Perceptions of the Use of a Snake and Ladder Board Game in Learning Vocabulary at the English Club of SMK N 1 Banyumas." English Language and Education Spectrum 2, no. 1 (2022): 24–30. http://dx.doi.org/10.53416/electrum.v2i1.60.

Full text
Abstract:
This research examines the use of a snake and ladder board game implemented in SMK N 1 Banyumas. This research aimed to explore students’ perceptions of the use of a snake and ladder board game to facilitate vocabulary learning for the students participating in the English Club of SMK N 1 Banyumas. The researcher formulated two different issues in this study: (1) The students’ perceptions of the implementation of a snake and ladder board game for English Club students’ SMK N 1 Banyumas and (2) How the use of snake and ladder board game could enhance the English Club students’ vocabulary master
APA, Harvard, Vancouver, ISO, and other styles
17

Vasudev, Arpita, Vishwajeet Narake, Yogesh S, Vidyasagar, et al. "Integrating AI in Classic Game Design: A Java-Based Snake Game Approach." International Journal of Research Publication and Reviews 6, no. 5 (2025): 5624–30. https://doi.org/10.55248/gengpi.6.0525.1756.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Laeli, Wafi Maulida, and Nahdiyah Hidayah. "Upaya Meningkatkan Kemampuan Mengenal Huruf Melalui Permainan Alphabetic Ladder Snake Pada Anak Usia 5-6 Tahun di RA Salafiyah Wonoyoso." NUSRA : Jurnal Penelitian dan Ilmu Pendidikan 5, no. 2 (2024): 855–61. http://dx.doi.org/10.55681/nusra.v5i2.2802.

Full text
Abstract:
This research aims to apply the alphabet snake and ladder game in an effort to improve the ability to recognize letters in children aged 5-6 years at RA Salafiyah. Alphabet snakes and ladders is a game tool that has been modified from the numbers snakes and ladders game to the letters snakes and ladders game. The research method used is classroom action research. The method used uses the Kemmis and Taggart cycle model which consists of four stages (planning, action, observation and reflection). Data collection was carried out by observation, interviews and documentation. The results of the res
APA, Harvard, Vancouver, ISO, and other styles
19

Kurniawati, Lailaturohmah, Iyyana Al Fiatur Rofiiqoh, and Khusnun Adma Hamidah. "Pendidikan Kesehatan Perilaku Hidup Bersih Sehat (PHBS) melalui Snake Ladder Game pada Kelompok Remaja." I-Com: Indonesian Community Journal 4, no. 3 (2024): 2032–43. http://dx.doi.org/10.33379/icom.v4i3.5119.

Full text
Abstract:
Permasalahan yang sering muncul dikalangan remaja yaitu sikap dan pengetahuan remaja yang masih minim terkait perilaku hidup bersih sehat. Snake ladder game merupakan permainan berupa papan bidak yang familiar dikalangan anak-anak hingga remaja, sehingga dengan metode ini pesan preventif kesehatan PHBS bisa tersampaikan sesuai sasaran yaitu remaja. Tujuan dari pengabdian masyarakat untuk melatih terlaksananya Perilaku Hidup Bersih Sehat (PHBS) melalui Snake Ladder Game pada kelompok remaja Jebres, Surakarta. Metode pelaksanaan kegiatan ini terdiri dari 3 langkah dalam praktiknya: tahap persiap
APA, Harvard, Vancouver, ISO, and other styles
20

Aziz, Lalu Abdul. "PENGEMBANGAN MEDIA PEMBELAJARAN PERMAINAN ULAR TANGGA MATERI OPERASI HITUNG PECAHAN KELAS V SEKOLAH DASAR NEGERI 24 CAKRANEGARA TAHUN PELAJARAN 2017/2018." Media Pendidikan Matematika 6, no. 2 (2018): 96. http://dx.doi.org/10.33394/mpm.v6i2.1689.

Full text
Abstract:
This study aims to develop a valid and effective teaching material on grade V Mathematics subjects in elementary school and to find out the results of the development of snake ladder game media in fractional counting operations in class V students. namely the Define, Design, and Develop stages adopted from the FourD Thiagarajan model. The formulation of the problem in this study is how to develop a valid and effective snake ladder game learning media on math subjects operating material to calculate the V class fractions of elementary school in academic year 2017/2018. The results showed that t
APA, Harvard, Vancouver, ISO, and other styles
21

Putii, Mezy Aullia, Epti Yorita, Yuniarti Yuniarti, Rolita Efriani, and Rialike Burhan. "Snakes and ladders media can help prevent risky sexual behaviour in teenagers." JNKI (Jurnal Ners dan Kebidanan Indonesia) (Indonesian Journal of Nursing and Midwifery) 13, no. 2 (2025): 199. https://doi.org/10.21927/jnki.2025.13(2).199-212.

Full text
Abstract:
<p><strong><em>Background</em></strong><em>: In Indonesia, on average, adolescent boys and girls have their first sexual experience when they are 15 and 19 years old, which triggers risky sexual behaviors resulting in sexually transmitted diseases (STDs), HIV/AIDS, unwanted pregnancies, abortions, and even death. Therefore, educational media is needed to increase positive behavior in adolescents. </em></p><p><strong><em>Objectives:</em></strong><em> </em><em>This study aims to determine the influenc
APA, Harvard, Vancouver, ISO, and other styles
22

Amrullah, Muhammad Aldiansyah Najib, Aloung Candrika, Naufali Dimas Mahendra, Fauzi Kurniawan Asshidiqie, and Muhammad Setiyawan. "Snake Ladder Modification Boardgame." Jurnal Indonesia Sosial Sains 6, no. 6 (2025): 1810–17. https://doi.org/10.59141/jiss.v6i6.1767.

Full text
Abstract:
This research explores the modification of the traditional Snake and Ladder board game into an educational tool aimed at enhancing memory and basic calculation skills among elementary school children aged 10–11 years. The study addresses the need for engaging learning methods by integrating mathematical challenges, such as addition, subtraction, multiplication, and division, into the game mechanics. The background highlights the game’s potential to combine entertainment with education, fostering cognitive development and social interaction. The objective of this research is to design and test
APA, Harvard, Vancouver, ISO, and other styles
23

Sukajaya, I. Nyoman, Kadek Arya Teguh Raharja, and Ni Made Sri Mertasari. "Pengembangan Serious Game berbasis Inkuiri Terbimbing pada Pokok Bahasan KPK dan FPB untuk Siswa Kelas 4 Sekolah Dasar." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 10, no. 2 (2021): 57. http://dx.doi.org/10.23887/janapati.v10i2.28137.

Full text
Abstract:
Penelitian ini bertujuan mengembangkan serious game materi KPK dan FPB kelas 4 Sekolah Dasar yang dinamai “Math Snake”, bersifat single player game di mana pemain diarahkan memiliki kompetensi pengetahuan dan keterampilan menentukan KPK dan FPB dua bilangan melalui proses bermain. Pencapaian kompetensi diperoleh melalui implementasi metode inkuiri yang diintegrasikan ke dalam skenario permainan. Pemain yang berhasil menyelesaikan seluruh tantangan dalam game dikategorikan sebagai pemenang, pemain yang kehabisan nyawa atau waktu dalam game akan mengalami Game Over. Prosedur pengembangan game me
APA, Harvard, Vancouver, ISO, and other styles
24

Ratih, Fathlutfika Trahenar, and Nuri Ati Ningsih. "Using a board game “Snake and Lader” to teach speaking descriptive text at the eight grade students of SMPN 2 Wungu." English Teaching Journal : A Journal of English Literature, Language and Education 5, no. 1 (2017): 37. http://dx.doi.org/10.25273/etj.v5i1.4726.

Full text
Abstract:
<p>This research aims at improving the speaking learning process of the eighth graders of SMP Negeri 2 Wungu through Board Game “Snake and Ladder” in the academic year of 2016/2017 this research used qualitative research because the research wants to describe the implementation of Board Game “Snake and Ladder” in teaching and learning process. This research, the researcher got the data from collecting photos, syllabus, RPP, students’ name and students’ score. They are used to know how to use, what the advantages and what the disadvantages of teaching speaking using using Board Game “Snak
APA, Harvard, Vancouver, ISO, and other styles
25

Najikhah, Fatikhatun, Siti Masfuah, Siti Fatimah, Ririn Anggraini, and Mawar Setyaningsih. "PENGEMBANGAN MEDIA PERMAINAN ULAR TANGGA UNTUK PENINGKATKAN KETERAMPILAN BERFIKIR SISWA DALAM MATERI MAJAS METAFORA." JS (JURNAL SEKOLAH) 8, no. 2 (2024): 228. http://dx.doi.org/10.24114/js.v8i2.55100.

Full text
Abstract:
Abstract: This research aims to develop the metaphorical snakes and ladders game media, how valid and practical the metaphorical snakes and ladders game media is and to find out how to improve students' thinking skills in using the metaphorical snakes and ladders metaphorical game media. The research method used is the development type which is a limited scale trial stage of Research and Development. The subjects studied were Class IV students at SDN 3 Bulungkulon. Data collection techniques use observation sheets, interviews, questionnaires, validation sheets, and thinking ability tests. The
APA, Harvard, Vancouver, ISO, and other styles
26

Sukini, Sukini, Jeineke E. Ratuela, Fuad Faturrohman, and Dwi Suyatmi. "Snakes and Ladders Game Innovation on Increasing Knowledge and Behavior Changes About Oral Dental Health in Children at Al Barokah Orphanage." Journal of Oral Health Care 10, no. 1 (2022): 56–61. http://dx.doi.org/10.29238/ohc.v10i1.1269.

Full text
Abstract:
The traditional game of snakes and ladders is a local wisdom, educative for children to play while learning so that it can be used to increase knowledge and skills of dental health. The purpose of this study was to design an innovative snake and ladder game that serves to increase knowledge about dental and oral health.This research is the development of existing research. In this study, an innovation of the snake and ladder game was developed for dental and oral health. Research designquasi experiment by design Pretest-Posttest control group design.The sample is elementary school age children
APA, Harvard, Vancouver, ISO, and other styles
27

Wandini, Rora Rizky, Emeliya Sukma Dara Damanik, Sholihatul Hamidah Daulay, and Wahyu Iskandar. "THE EFFECT OF SNAKE AND LADDER GAME ON STUDENT LEARNING OUTCOMES IN STUDYING OF ISLAMIC HISTORY “FATHU MECCA” AT THE ELEMENTARY SCHOOL MUHAMMADIYAH, NORTH SUMATERA, INDONESIA." Al-Bidayah : jurnal pendidikan dasar Islam 13, no. 1 (2021): 167–78. http://dx.doi.org/10.14421/al-bidayah.v13i1.637.

Full text
Abstract:
This study examines the effect of the snake and ladder game on Islamic history Fathu Mecca learning outcomes based on observations at the SD (Elementary School) Muhammadiyah in Indonesia. Students have been shown to acquire standard competency through the study of Islamic history. This course is very important to build a strong Muslim identity, especially in Islamic School Muhammadiyah. Meanwhile, the snake and ladder game has been used by several educators in the teaching and learning process. This game positively influences students’ learning outcomes. Therefore, the authors developed and in
APA, Harvard, Vancouver, ISO, and other styles
28

Rizkitania, Alifira, and Andika Arisetyawan. "Penerapan Model ADDIE Pada Perancangan Permainan Ular Tangga Digital Berbasis Budaya Materi Bangun Datar." Didaktika 1, no. 3 (2021): 499–509. http://dx.doi.org/10.17509/didaktika.v1i3.38291.

Full text
Abstract:
This research focuses on designing a digital snake and ladder game that is integrated with Baduy culture on flat-shaped materials. This study uses two methods consisting of an ethnographic method used to obtain information about Baduy culture and the next method for designing digital learning media using the ADDIE model stage consisting of analysis, design, development, product testing, and evaluation activities. The research subjects used were 31 fourth-grade students of SDN Pasar Baru 1 Tangerang City. Data collection techniques used interviews, observations, questionnaires, and documentatio
APA, Harvard, Vancouver, ISO, and other styles
29

Rikawarastuti, Rikawarastuti, N. Ngatemi, and Muhammad Yusro. "Development of web-based dental health ladder snake game for public elementary school students in Indonesia." World Journal on Educational Technology: Current Issues 10, no. 1 (2018): 20–28. http://dx.doi.org/10.18844/wjet.v10i1.3327.

Full text
Abstract:
AbstractEducation of oral and dental hygiene for elementary students is often constrained by the nature of children who are easily saturated, so that media and games need to be an interactive, interesting and fun simulation that entices their interest and curiosity in learning. The purpose of this research is to develop a web-based dental health ladder snake game for oral health education of the elementary school students in Indonesia. The analysis, design, development, implementation and evaluation model approach is applied and tested by material and media experts. In this study, the fifth gr
APA, Harvard, Vancouver, ISO, and other styles
30

Rahmayani, Yani, and Agus Sumitra. "PEMBELAJARAN BERHITUNG MELALUI MEDIA PERMAINAN ULAR TANGGA PADA ANAK USIA DINI." CERIA (Cerdas Energik Responsif Inovatif Adaptif) 5, no. 2 (2022): 164. http://dx.doi.org/10.22460/ceria.v5i2.10327.

Full text
Abstract:
Learning to count is one of the important and useful abilities in everyday life, almost all activities cannot be separated from counting. One of the activities of learning to count is through the game of snakes and ladders. The use of snake and ladder game media in the learning process can create pleasant conditions for children. Snakes and ladders game techniques can be developed to assist children's mastery of developmental aspects, especially in the material for developing numeracy skills. The purpose of this study is to improve numeracy skills using the snake and ladder game media. In this
APA, Harvard, Vancouver, ISO, and other styles
31

Oktaviani, Siska. "Permainan Tradisional Ular Tangga Raksasa Sebagai Wahana Pendidikan Karakter." Prima Abdika : Jurnal Pengabdian Masyarakat 1, no. 4 (2021): 129–35. http://dx.doi.org/10.37478/abdika.v1i4.1285.

Full text
Abstract:
The purpose of this community service is to increase the value of character in children, and reintroduce the traditional snake and ladder game with a more exciting game pattern so that in the future this traditional game can continue to be carried out by the children of RT .13 Sidodadi Samarinda Ulu Village. The method used in this activity is the preparatory stage with a visit to RT.13 Sidodadi, then the implementation stage of the activity begins with the delivery of material about traditional games in the form of various kinds, benefits and steps of the game demonstrated by the community se
APA, Harvard, Vancouver, ISO, and other styles
32

Yusdi, Ismail, Zulkifli Manaf Mohd, and Mohamed Bakhari Norzakiah. "Explore Fun & Facts Board Games - Taman Ular Negeri Perlis." Malaysia Journal of Invention and Innovation 2, no. 1 (2023): 11–18. https://doi.org/10.5281/zenodo.7623446.

Full text
Abstract:
A gaming board called Xplore Fun Facts draws its inspiration from snake and ladder games. This game board's concept was developed based on Perlis Snake Park, one of the city's most well-known tourist attractions. Visitors to Snake Park can enjoy playing this creative toy. Students and the general public can also participate in the game to learn more about the different kinds of reptiles that can be found in the snake park. An interactive component like QR codes is one of the game's features. The participants can choose between three sets of questions by scanning the QR code. The ea
APA, Harvard, Vancouver, ISO, and other styles
33

Juhaeni, Juhaeni, Dwi Ariyanti, Nafilatus Sa’adah, and Safaruddin Safaruddin. "Pengembangan Media Travel Snake-Ladder Game Dalam Pembelajaran Matematika Sekolah Dasar." Journal of Instructional and Development Researches 3, no. 5 (2023): 233–45. http://dx.doi.org/10.53621/jider.v3i5.257.

Full text
Abstract:
Travel snake-ladder game adalah media pembelajaran berbasis permainan yang terkait dengan permainan kelompok yang beranggotakan hingga empat anak dengan menggunakan papan permainan, pion, dadu, smart card; materi, soal, ice breaking, dan pilihan jawaban. Media ini dibuat untuk memudahkan siswa kelas V SD dalam pengerjaan matematika yang nantinya akan berdampak pada pemahaman siswa. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development), yakni suatu metode penelitian untuk menghasilkan suatu produk tertentu. Dalam penelitian ini peneliti memodifikasi produk yang telah
APA, Harvard, Vancouver, ISO, and other styles
34

Padila, Padila, Juli Andri, Muhammad Bagus Andrianto, Andry Sartika, and Yesi Oktaviyani. "Educational Play Snakes and Stairs Can Overcome Anxiety in Children's Hospitalization." JOSING: Journal of Nursing and Health 3, no. 1 (2022): 1–6. http://dx.doi.org/10.31539/josing.v3i1.3775.

Full text
Abstract:
This study aims to determine the effect of snake and ladder educational game therapy (APE) on reducing anxiety in hospitalized children. This study uses an experimental method with a one-group pre-post test design. The number of samples used in this study was 15 samples with an incidental sampling technique. The results showed that the average level of anxiety before playing snake and ladder therapy in treated children was 19.13 with the moderate anxiety category. The anxiety story after snake therapy in treated children was 14.20 with mild class. In conclusion, playing snake and ladder therap
APA, Harvard, Vancouver, ISO, and other styles
35

Dauenhauer, Eleanor A., and Paul J. Dauenhauer. "Quantifying the Vices and Virtues of Snakes and Ladders Through Time." Board Game Studies Journal 18, no. 1 (2024): 1–38. http://dx.doi.org/10.2478/bgs-2024-0001.

Full text
Abstract:
Abstract The game of Gyan Chaupar or ‘Snakes and Ladders’ exists in many forms throughout history as a board game of varying size, structure, and game elements of snakes and ladders associated with various vices and virtues inscribed within the board. Three boards were analyzed via simulation in Python, including the 1998 Milton Bradley version, the 72-square Vaisnava board, and the 84-square Jaina board, with the goal of understanding the relationships between board design and associated behaviors and spiritual concepts. Game play on each board was simulated 100,000 times with variations that
APA, Harvard, Vancouver, ISO, and other styles
36

Prihatini, Vinda Ayu, and Mursid Mursid. "Implementasi Permainan Ular Tangga Raksasa dalam Mengembangkan Kognitif Anak Usia Dini." Journal of Early Childhood and Character Education 2, no. 1 (2022): 61–82. http://dx.doi.org/10.21580/joecce.v2i1.10346.

Full text
Abstract:
This study discusses the implementation of the giant snake and ladder game in developing the cognitive development of early childhood group B at RA Harapan Ummi, Semarang City in the 2021/2022 academic year which includes the implementation of the giant snake and ladder game in developing cognitive and also about the supporting factors and inhibiting factors for the implementation of the snake and ladder game. giant. This research is motivated because the problems of early childhood development in group B at RA Harapan Ummi have not developed optimally.This study uses a descriptive qualitative
APA, Harvard, Vancouver, ISO, and other styles
37

Astiti, Niken Yuni, and Balqis Putri Rosyada. "PENGGUNAAN MEDIA BOARD GAME ULAR TANGGA DALAM PEMBELAJARAN IPAS SEKOLAH DASAR." Pendas : Jurnal Ilmiah Pendidikan Dasar 10, no. 01 (2025): 221–31. https://doi.org/10.23969/jp.v10i01.24662.

Full text
Abstract:
This research aimed to describe the use of snake and ladder board game media in science learning in elementary schools. The sixth-grade students of SD Negeri 1 Metro Timur served as the research subjects. Data collection was conducted through observation, questionnaires, and documentation during the implementation of the learning media. The board game media used had been validated by media experts and material experts with a very valid category. The research results indicated that 86% of students were very active and 14% were active during learning using the snake and ladder board game media.
APA, Harvard, Vancouver, ISO, and other styles
38

Fitriana, Dita, and Rahmawati Khadijah Maro. "TEACHING VOCABULARY THROUGH SNAKE AND LADDER BOARD GAME IN THE TENTH GRADE OF SMA MUHAMMADIYAH 1 MALANG." Celtic: A Journal of Culture, English Language Teaching, Literature and Linguistics 3, no. 1 (2018): 82–93. http://dx.doi.org/10.22219/celtic.v3i1.7861.

Full text
Abstract:
Vocabulary is the language resource, students have to know vocabularies to produce sentences. Thus, the aim of this study was to find out whether snake and ladder board game could improve students’ vocabulary mastery or not. The subject analyzed in this research were the tenth grade students of SMA Muhammadiyah I. The experimental group was X-IPS-I while the control group was X-IPS-II.This study employed quantitative research design. This design was selected due to this present study was required a concrete evidence whether Snake and Ladder Board Game could enhance students’ vocabulary mastery
APA, Harvard, Vancouver, ISO, and other styles
39

Fitriana, Dita, and Rahmawati Khadijah Maro. "TEACHING VOCABULARY THROUGH SNAKE AND LADDER BOARD GAME IN THE TENTH GRADE OF SMA MUHAMMADIYAH 1 MALANG." A Journal of Culture English Language Teaching Literature & Linguistics 3, no. 1 (2018): 82. http://dx.doi.org/10.22219/celticumm.vol3.no1.82-93.

Full text
Abstract:
Vocabulary is the language resource, students have to know vocabularies to produce sentences. Thus, the aim of this study was to find out whether snake and ladder board game could improve students’ vocabulary mastery or not. The subject analyzed in this research were the tenth grade students of SMA Muhammadiyah I. The experimental group was X-IPS-I while the control group was X-IPS-II.This study employed quantitative research design. This design was selected due to this present study was required a concrete evidence whether Snake and Ladder Board Game could enhance students’ vocabulary mastery
APA, Harvard, Vancouver, ISO, and other styles
40

Rumapea, Lastri Margareth, Ummi Kalsum, and Kasyani Kasyani. "Efektivitas Edukasi Aplikasi Permainan Ular Tangga Digital Terhadap Pengetahuan Konsumsi Buah dan Sayur pada Remaja." Jurnal Ilmiah Kedokteran dan Kesehatan 4, no. 3 (2025): 345–57. https://doi.org/10.55606/klinik.v4i3.4604.

Full text
Abstract:
Fruit and vegetable consumption in Jambi Province in 2018 was still relatively low, due to a lack of knowledge about fruits and vegetables. Knowledge among adolescents can be improved by providing education through digital snake and ladder games. The purpose of this study was to examine the effectiveness of nutrition education through digital snake and ladder game applications on knowledge about fruit and vegetable consumption among adolescents. This quasi-experimental study used a pretest-posttest design with a control group. The sampling technique was proportional random sampling, with 40 tr
APA, Harvard, Vancouver, ISO, and other styles
41

Hakiki, Ridho, Danang Junaedi, and Emil Robert Kaburuan. "The user interface design for natural science learning media for elementary school." MATEC Web of Conferences 197 (2018): 16006. http://dx.doi.org/10.1051/matecconf/201819716006.

Full text
Abstract:
This research presents the user interface design for natural science learning media in the form of snakes and ladders game for 4th grader of elementary school. Natural science becomes a problem for children because the way the teacher explains and media used is not maximal. The result is presented when students got poor grade and understanding. Elementary school children characteristic is playful, playing become the most effective way for children to learn. Snakes and ladders game developed by Daluti Delimanugari is used as learning media of natural science but this media still lack flexibilit
APA, Harvard, Vancouver, ISO, and other styles
42

Sumasree and Sujatha R. "Effectiveness of Snake & Ladder Game on Knowledge and Attitude regarding Personal Hygiene among School Children in Selected Rural Schools at Mangalore." Nursing Journal of India CIX, no. 02 (2018): 81–85. http://dx.doi.org/10.48029/nji.2018.cix204.

Full text
Abstract:
In a Karnataka, a school survey of 1st to 5th standard students between the age of 6 and 12 years was conducted to assess the impact of snake & ladder game on their understanding and practice of hygiene. Amongst the selected students, 76.65 percent had disorders of skin and its appendage due to lack of personal hygiene. Nevoid conditions were seen in 21.96 percent students. Communicable dermatoses were noted in 19 percent students and nutritional deficiencies were seen in 6.71 percent students. The students were made to practice the snake & ladder game. The post-test revealed that the
APA, Harvard, Vancouver, ISO, and other styles
43

Maulida, Risda Hawa, Denden Ridwan Chaerudin, Tri Widyastuti, and Irwan Supriyanto. "Snakes And Ladders Game As An Alternative Dental Health Counseling For Elementary School Students." Jurnal Terapi Gigi dan Mulut 2, no. 2 (2023): 60–67. http://dx.doi.org/10.34011/jtgm.v2i2.1399.

Full text
Abstract:
Elementary schools that do not yet have the UKGS (School Dental Health Business) program need to hold dental and oral health counseling, but in a fun and interesting way so that the information in it can be absorbed and applied by students. One of the counseling methods is playing snakes and ladders and a spinner board. The game is interesting and innovative. This study aims to determine the effectiveness of counseling using modified media of spinner board and snake ladder games on increasing oral and dental health knowledge in fifth grade students of SDIT Al-Khairiyah Bogor City. This researc
APA, Harvard, Vancouver, ISO, and other styles
44

Djayusman, Dena, Ida Suhartini, Fadhlan Naufal Gunawan, Naufal Taufik Alhakim, and Thalissa Gunawan A. "IMPLEMENTASI STRUKTUR DATA TREE PADA GAME SNAKE DENGAN C." Jurnal Digit 11, no. 1 (2021): 20. http://dx.doi.org/10.51920/jd.v11i1.176.

Full text
Abstract:
ABSTRAK
 
 Permainan Snake merupakan sebuah permainan dengan konsep dimana pemain mengendalikan tubuh karakter permainan yang memanjang berupa sebuah garis. Tubuh dari karakter permainan tersebut dapat dijabarkan dengan struktur data tree. Struktur data tree digunakan untuk mengetahui keterkaitan antara bagian tubuh karakter yang satu dengan yang lainnya. Penerapan struktur data tree pada program terbagi dalam fungsi-fungsi yang merupakan dasar dari struktur program C. Dengan penerapan struktur data tree yang dibuat dalam program C, program permainan Snake ini dapat digunakan dan dik
APA, Harvard, Vancouver, ISO, and other styles
45

Erna Pujiasih. "MENGAJAR GRAMMAR DENGAN PERMAINAN ULAR TANGGA UNTUK MENINGKATKAN KOMPETENSI BERBICARA DAN MENULIS." Ideguru: Jurnal Karya Ilmiah Guru 4, no. 1 (2019): 88–93. http://dx.doi.org/10.51169/ideguru.v4i1.72.

Full text
Abstract:
This paper discusses about the teaching strategy in teaching grammar with board game of snake and ladder to increase the speaking and writing competence. More specifically, the paper presents how to teach use game can increase the speaking competence in learning English. Teaching grammar is one the challenging for teacher to make the students competence in speaking and writing. Teaching English by using media of board game (snake and ladder) is interesting to teaching speaking and writing. This activities make the students more understand and increasing the speaking and writing use future tens
APA, Harvard, Vancouver, ISO, and other styles
46

Mohamad Yudiyanto, Muhammad Jamil Arifillah, Peri Ramdani, and Imas Masripah. "Penerapan Permainan Ular Tangga Sebagai Pembelajaran Pada Mata Pelajaran IPA." MURABBI 1, no. 1 (2022): 1–13. http://dx.doi.org/10.69630/jm.v1i1.1.

Full text
Abstract:
This research is based on the monotony of using learning media in delivering subject matter. This raises the teacher about the impact, namely the lack of enthusiasm of student in receiving the subject matter. Meanwhile, the existence of learning media using the game snakes and ladders can answer those concern. The result of this study indicated that the use of the snake and ladder game as a learning medium in science subjects can be applied according to the design and material to be delivered, besides that student can feel a pleasant learning atmosphere, and can develop students’ attitudes tow
APA, Harvard, Vancouver, ISO, and other styles
47

Syaikhu, Arif Achmad, Yuniar Ika Putri Pranyata, and Trija Fayeldi. "Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning." Journal Focus Action of Research Mathematic (Factor M) 5, no. 1 (2022): 14–30. http://dx.doi.org/10.30762/f_m.v5i1.629.

Full text
Abstract:
Penelitian ini merupakan penelitian pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning untuk meningkatkan motivasi belajar di SMP Modern Al Rifa Ie. Penelitian ini bertujuan untuk mengetahui pengembangan game edukasi dan mengetahui kelayakan game edukasi. Penelitian ini menerapkan pendekatan Research & Development dengan menggunakan model ADDIE yang dimulai dari tahap (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Hasil uji kelayakan game edukasi matematika Snake and Ladder dinyatakan sangat valid berdasar
APA, Harvard, Vancouver, ISO, and other styles
48

Yantini, Cicilia, Mei Fita Asri Untari, and Ikha Listyarini. "Penerapan Metode Permainan Ular Tangga dalam Meningkatkan Prestasi Belajar Matematika Materi Bangun Ruang Kubus Siswa Kelas V SDN Ngemplak Simongan 01 Semarang." Jurnal Kualita Pendidikan 2, no. 1 (2021): 28–33. http://dx.doi.org/10.51651/jkp.v2i1.28.

Full text
Abstract:
Indonesian student mathematics achievement in International not good. One reason is the learning of mathematics at the elementary level. Many teachers teach mathematics in a conventional manner. The learning method is not in accordance with the psychological and cognitive students. Learning mathematics less provide excitement and creativity. The aims of this research are to find out the effect of using snake and ladder game to increase mathematics learning outcomes in cubical lesson of the fifth grade students of Ngemplak Simongan 01 elementary school Semarang. Learning by educational games is
APA, Harvard, Vancouver, ISO, and other styles
49

Yantoro, Y., and Devi Liansari. "Meningkatkan Karakter Tanggung Jawab Belajar Siswa dengan Menggunakan Media Permainan Ular Tangga Pada Mata Pelajaran Matematika di Sekolah Dasar." Jurnal Gentala Pendidikan Dasar 1, no. 2 (2016): 190–200. http://dx.doi.org/10.22437/gentala.v1i2.7108.

Full text
Abstract:
The purpose of this study was to determine the increase in the character of student learning responsibilities by using snake ladder game media in class III mathematics subjects at SD Negeri 13/1 Bulu. This research method is class action research. In this research has three cycles, in one cycle carrying out two meetings. The procedures of this research are four, namely planning, implementation, observation and reflection. The results of this study showed that in the first cycle teacher activity reached 66.66%, student activities in playing snakes and ladders reached 66.66% and student learning
APA, Harvard, Vancouver, ISO, and other styles
50

Sofyan, Rudy, T. Silvana Sinar, Bahagia Tarigan, and T. Thyrhaya Zein. "USING A “SNAKE AND LADDER” GAME IN TEACHING SPEAKING TO YOUNG LEARNERS." ABDIMAS TALENTA: Jurnal Pengabdian Kepada Masyarakat 3, no. 2 (2019): 226–31. http://dx.doi.org/10.32734/abdimastalenta.v3i2.4121.

Full text
Abstract:
Speaking is the basic as well as the most important skill that needs to be acquired by English language learners. It is advisable that learning speaking English should begin as early as possible; however, to teach speaking skill to young learners is not an easy task since their age is the age of playing. Teaching speaking to young learners requires a teacher to find the technique best work with children, one of which is through games. One of the games that is corresponding to the age of young learners is a snake and ladder game. This paper aims at describing how a snake and ladder game is used
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!