THE EFFECT OF REAL LEARNING (EDUTAINMENT) ON IMPROVING HEALTH LITERACY AND STUDENT LEARNING MOTIVATION AT X JUNIOR HIGH SCHOOL
DOI:
https://doi.org/10.52060/healthmaps.v4i1.4567Abstract
Literacy and numeracy are essential competencies for elementary school students, yet learning is
often dominated by conventional methods that limit student engagement. This study implemented
an Edutainment-based learning approach using a literacy and numeracy snake and ladder game to
improve students’ competencies. Participants were divided into three groups and engaged in game
based learning activities involving literacy questions and numeracy challenges. The program was
evaluated using a pretest–posttest design and observations of student participation. The results
showed increased student engagement, enthusiasm, and collaboration throughout the learning
process. Higher posttest scores compared to pretest scores indicated improvements in literacy and
numeracy skills. Teachers and schools responded positively to the learning media. Therefore, the
Edutainment-based literacy and numeracy snake and ladder game is an effective learning strategy
to enhance student participation and support literacy and numeracy achievement in elementary
schools.
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Keywords:
Edutainment, Permainan Ular Tangga, Literasi, Numerasi
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2026-06-30
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