PENGEMBANGAN MEDIA BERBASIS GENIALLY PERMAINAN ULAR TANGGA PADA MATERI STANDAR PELAYANAN CUSTOMER SERVICE UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS XI BISNIS RITEL DI SMK ADHIKAWACANA SURABAYA

Authors

  • Irma Tri Mustika Universitas Negeri Surabaya
  • Veni Rafida Universitas Negeri Surabaya

DOI:

https://doi.org/10.26740/jptn.v14n2.p155-168

Keywords:

Hasil Belajar, Media Pembelajaran, Standar Pelayanan Customer Service, Ular Tangga, Genially

Abstract

This research was motivated by the low learning outcomes of Grade XI Retail Business students at SMK Adhikawacama Surabaya, where 69% had not achieved the Minimum Mastery Criteria (KKM) on Customer Service Standards material due to lecture-based methotds and non-interactive media. This study aimed to develop a Genially-based snakes and ladders game media, measure its feasibility, and analyze students’learning outcome improvement. The Research and Development (R&D) method with the 4D model was employed, involving 30 students of Grade XI Retail Business 2 as trial subjects. The results showed that the media was feasible with an average expert validation of 80,33%, practical based on student response questionnaires at 81,60% categorized as “Very Positive”, and effective in improving learning outcomes with an average N-Gain Score of 0,379 categorized as “Moderate”.

Downloads

Download data is not yet available.

References

Andriani, F., & Wahyudi. (2023). Media Permainan Ular Tangga Berbasis Misi Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa SD. Jurnal Educatio, 9(4), 1869–1875. https://doi.org/10.31949/educatio.v9i4.5743

Anjani, C. K. (2025). Jigsaw Type Cooperative Learning Assisted by Genially Media to Improve the Students Activity and Learning Outcomes of IPAS. Jurnal Penelitian Pendidikan IPA, 11(3), 1147–1157. https://doi.org/10.29303/jppipa.v11i3.10409

Arikunto, S. (2018). Dasar-Dasar Evaluasi Pendidikan (3rd ed.). Bumi Aksara.

Arsyad. (2017). Media Pembelajaran. Rajawali Pers 2016.

Aulia, H., Hafeez, M., Mashwani, H. U., & Careemdeen, J. D. (2024). The Role of Interactive Learning Media in Enhancing Student Engagement and Academic Achievement. ISSRECTEC, 57–67. https://ummat.ac.id

Bagus, I., Arjaya, A., Hermawan, I. M. S., Putu, S., Surata, K., Sintya, K., Sari, P., Ulan, K., Wati, P., & Dema, K. (2025). Optimalisasi Pengembangan Bahan Ajar Berbasis Deep Learning dan Artificial Intelligence dalam Pendidikan Vokasi. Jurnal Pengabdian Masyarakat Bangsa, 3(4), 1730–1740. https://doi.org/10.59837/jpmba.v3i4.2557

Budiantara, I. K., & Rinayanthi, N. M. (2024). Standar Pelayanan Prima Terhadap Kepuasan Pelanggan Excellent Service Standards to Customer Satisfaction. Jurnal Pariwisata Dan Bisnis, 03(5), 724–731. https://doi.org/10.22334/paris.v3i5

Fadilah, A. N., & Kusdiyanti, H. (2023). Meningkatkan Hasil Belajar Peserta Didik melalui Pengembangan Media Pembelajaran Berbasis Genially. Jurnal Pendidikan Manajemen Perkantoran, 8(2), 153–162. https://doi.org/10.17509/jpm.v8i2.52070

Fitri, V. A., & Trisnawati, N. (2025). Pengembangan Media Pembelajaran Ular Tangga Berbasis Genially untuk Meningkatkan Hasil Belajar Siswa Kelas X Manajemen Perkantoran di SMKN 10 Surabaya. Journal of Innovative and Creativity, 5(2), 18997–19004. https://doi.org/10.31004/joecy.v5i2.2482

Gunawan, Murtalib, & Sowanto. (2022). Efektifitas Model Blended Learning Terhadap Hasil Belajar Matematika Siswa SMP. Supermat (Jurnal Pendidikan Matematika), 173–186. https://doi.org/10.33627/sm.v6i2.919

Halimah, N., & Adiyono. (2023). Unsur-Unsur Penting Penilaian Objek dalam Evaluasi Hasil Belajar. Jurnal Pendidikan Dan Keguruan, 83–90. https://adisampublisher.org/index.php/edu/article/view/84

Indriana, L. (2025). Pengembangan Media Pembelajaran Interaktif Berbasis Genially Dalam Materi Pencatatan Persediaan Kelas XI Akuntansi Dan Keuangan Lembaga SMK Negeri 4 Surabaya. 13(1), 32–43. https://ejournal.unesa.ac.id/index.php/jpak

Irwanita, D., Nefilinda, & Putri, R. E. (2023). Pengembangan Media Pembelajaran Visual Berbasis Aplikasi Canva Terhadap Minat Belajar Siswa pada Mata Pelajaran. El-Jughrafiyah, 01, 1–13. https://ejournal.uin- suska.ac.id/index.php/jughrafia/article/view/19331

Joko, B. U., Harum, J. P., & Indri. (2025). Strategies and Development of the Deep Learning Approach in Vocational High Schools in the Era of Global Computing. Journal of Deep Learning, 1, 1–10. https://journals2.ums.ac.id/jdl/article/view/10855

Khotimah, D. K., & Abdan, M. R. (2025). Analisis Pendekatan Deep Learning untuk Meningkatkan Efektivitas Pembelajaran PAI di SMKN Pringkuku. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 5(2), 866–879. https://doi.org/10.53299/jppi.v5i2.1466

Michael, F., Joanne, Q., & Joanne, M. (2018). Deep Learing Engage the World Change the World. Corwin, a Sage Compay.

Nasir, M., Mahmudinata, A. A., Ulya, M., & Firdaus, F. A. (2023). Strategi Pemberdayaan Sekolah sebagai Upaya Peningkatan Manajemen Pendidikan. Journal of International Multidisciplinary Reseacrh. https://journal.banjaresepacific.com/index.php/jimr/article/view/120

Ramadhan, M. R., Melan, & Taqwiym, A. (2025). Digital Game-Based Learning for Addition and Its Effect on Student Achievement : A Case Study at SMK Negeri 2 Sekayu. Jurnal Riset Teknologi Informasi, Manajemen, Dan Multimedia, 1(1), 8–15. https://sinta.kemdiktisaintek.go.id/authors/profile/6869788/?view=googlescholar

Riduwan. (2015). Skala Pengukuran Variabel - Variabel Penelitian. Alfabeta.

Safitri, H. (2019). Pengembangan Media Pembelajaran Permainan Ular Tangga Pada Mata Pelajaran Marketing Kompetensi Dasar Menganalisis Segmentasi Pasar Di Kelas X Bisnis Daring dan Pemasaran SMK Negeri 1 Lamongan. Jurnal Pendidikan Tata Niaga (JPTN), 07(02). https://doi.org/https://doi.org/10.26740/jptn.v7n2.p%25p

Said, S. (2023). Peran Tekonologi Sebagai Media Pembelajaran di Era Abad 21. Jurnal PenKoMi : Kajian Pendidikan & Ekonomi., 6(2), 194–202. https://jurnal.stkipbima.ac.id/index.php/PK/article/view/1300/713

Septiana, E. B., Widodo, S. T., & Semarang, U. N. (2025). Pengembangan Media Ular Tangga Berbasis Genially untuk Meningkatkan Pemahaman Keragaman Budaya di Sekolah Dasar. Jurnal Pendidikan Indonesia, 5(2). https://journal.rumahindonesia.org/index.php/njpi/index

Sitinjak, E. K., Simbolon, L. D., & Sauduran, G. N. (2025). Developing Interactive Quiz Media Based on Genially Application to Improve Students ’ Learning Motivation. Jurnal Penelitian Pendidikan IPA, 11(8), 423–428. https://doi.org/10.29303/jppipa.v11i8.11847

Sugiono. (2023). Metode Penelitian Kuantitatif Kualitatif dan R&D (kedua). Alfabeta.

Suyuti, Wahyuningrum, P. M. E., Jamil, M. A., Nawawi, M. L., Aditia, D., & Rusmayani, N. G. A. L. (2023). Analisis Efektivitas Penggunaan Teknologi dalam Pendidikan Terhadap Peningkatan Hasil Belajar. Journal on Education, 6(01), 1–11. https://www.semanticscholar.org/paper/Analisis-Efektivitas-Penggunaan-Teknologi-dalam-Suyuti-Wahyuningrum/8f5dfc2a6961ea202ffa2f9f4e005840e715f027

Tjiptono, F., & Chandra, G. (2019). Service, Quality, & Customer Satisfaction (5th ed.). Andi Offset.

Trianto, T. T. T. (2017). Mendesain Model Pembelajaran Inovatif, Progresif, dan Kontekstual. Kencana.

Uno, H. B. (2023). Teori Motivasi dan Pengukurannya Analisis di Bidang Pendidikan. PT Bumi Aksara.

Wadud, A. J., & Lailiyah, S. (2024). Pengaruh Media Ular Tangga Berbasis Genially terhadap Minat dan Hasil Belajar Matematika. Jurnal Riset HOTS Pendidikan Matematika, 4(June), 500–511. https://doi.org/https://doi.org/10.51574/kognitif.v4i1.1579

Wibawanto, H., Roemintoyo, R., & Rejekiningsih, T. (2022). Simulation-based interactive multimedia to improve vocational students’ learning outcomes. Journal on Educational Technology, 14(6), 1927–1942. https://doi.org/10.18844/wjet.v14i6.8363

Downloads

Published

2026-07-21

How to Cite

Mustika, I. T., & Rafida, V. (2026). PENGEMBANGAN MEDIA BERBASIS GENIALLY PERMAINAN ULAR TANGGA PADA MATERI STANDAR PELAYANAN CUSTOMER SERVICE UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS XI BISNIS RITEL DI SMK ADHIKAWACANA SURABAYA. Jurnal Pendidikan Tata Niaga (JPTN), 14(2), 155–168. https://doi.org/10.26740/jptn.v14n2.p155-168
Abstract views: 0 , PDF Downloads: 0