Development of the "Summit Attack" Game Media to Enhance the Memory Skills of Fifth-Grade Elementary School Students at SD IT Ulul Ilmi
Abstract
This study developed and evaluated the "Summit Attack: Menuju Puncak" board game as a classical guidance service medium for academic guidance to support elementary school students' memory skill practice. Adopting an adapted Four-D (4D) Research and Development (R&D) model, the study executed the Define, Design, and Develop stages, followed by limited local dissemination. Participants included a material expert (M.Si.), a media expert (M.Pd.), a fifth-grade homeroom teacher, and 20 fifth-grade students. Data were collected via interviews, observations, and content-validated 5-point Likert scale questionnaires, analyzed through quantitative descriptive percentages. Needs analysis confirmed student difficulties across working memory components (phonological loop, visuospatial sketchpad, central executive, and episodic buffer) and a lack of specialized counseling media. Validation results established high product feasibility, with scores of 90% from the media expert and 87% from the material expert. Practicality evaluations yielded 92% from teacher responses and 86% from student responses, both falling into the highly practical category. In conclusion, "Summit Attack" is a highly feasible and practical classical guidance medium for practicing memory tasks; however, as an R&D study without an experimental or pretest-posttest design, these findings demonstrate product quality and user acceptance rather than statistically proven effectiveness in cognitive improvement. Future research should conduct experimental or pretest-posttest studies to evaluate the media's empirical effectiveness across broader student samples