Pengembangan Media Monopoli Math Adventure Berbasis Realistic Mathematics Education Materi Kalimat Matematika Kelas III SD

Rizkika, Tanaya (2026) Pengembangan Media Monopoli Math Adventure Berbasis Realistic Mathematics Education Materi Kalimat Matematika Kelas III SD. Jurnal Pemikiran dan Pengembangan Sekolah Dasar, 14 (1). ISSN P-ISSN 2338-1140 E-ISSN 2527-3043 (Unpublished)

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Abstract

Penelitian ini bertujuan untuk mengembangkan serta menguji tingkat validitas, kepraktisan, dan efektivitas media Monopoli Math Adventure berbasis Realistic Mathematics Education (RME) pada materi kalimat matematika kelas III Sekolah Dasar. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Pengumpulan data dilakukan melalui lembar validasi ahli, angket respons guru dan siswa, wawancara, serta instrumen pre-test dan post- test. Analisis data dilakukan menggunakan teknik persentase dan perhitungan rata-rata untuk menentukan kriteria kelayakan produk. Monopoli Math Adventure dirancang sebagai permainan papan edukatif yang mengintegrasikan konteks kehidupan nyata, seperti aktivitas jual beli dan perhitungan jumlah benda, dengan tugas penyusunan kalimat matematika berdasarkan prinsip RME. Hasil penelitian menunjukkan bahwa media memperoleh tingkat validitas sebesar 92% dengan kategori sangat valid, tingkat kepraktisan sebesar 82% berdasarkan respons guru dengan kategori sangat praktis dan 94% berdasarkan respons siswa dengan kategori sangat praktis, serta tingkat efektivitas yang ditunjukkan melalui ketuntasan belajar klasikal sebesar 83% dengan kategori sangat efektif. Temuan ini menunjukkan bahwa Monopoli Math Adventure berbasis RME layak digunakan sebagai media pembelajaran matematika yang kontekstual dan interaktif bagi siswa kelas III Sekolah Dasar.

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This study aims to develop and test the validity, practicality, and effectiveness of the Monopoly Math Adventure media based on Realistic Mathematics Education (RME) for third-grade elementary school mathematics sentence material. The method used was Research and Development (R&D) with the ADDIE model. Data collection was conducted through expert validation sheets, teacher and student response questionnaires, interviews, as well as pre-test and post-test instruments. Data analysis was performed using percentage techniques and average calculations to determine the product’s feasibility criteria. Monopoly Math Adventure was designed as an educational board game that integrates real- life contexts, such as buying and selling activities and counting objects, with tasks of constructing mathematical sentences based on RME principles. The research results showed that the medium achieved a validity level of 92% in the “highly valid” category and a practicality level of 82% based on teacher responses with a “very practical” rating based on student responses, as well as an effectiveness rate of 83% in terms of classical learning achievement, also rated as “very effective.” These findings indicate that the RME-based Monopoly Math Adventure is suitable for use as a contextual and interactive mathematics learning medium for third-grade elementary school students.

Item Type: Article
Uncontrolled Keywords: Monopoli Math Adventure, Realistic Mathematics Education, Kalimat Matematika, Permainan Edukatif, Gamifikasi, Monopoly Math Adventure, Realistic Mathematics Education, Mathematical Sentences, Educational Games, Gamification
Subjects: B Philosophy. Psychology. Religion > BF Psychology
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Q Science > QA Mathematics
Divisions: 06. Fakultas Pendidikan, Komunikasi dan Sains > Pendidikan Guru SD
Depositing User: Tanaya Rizkika
Date Deposited: 23 Apr 2026 08:42
Last Modified: 23 Apr 2026 08:42
URI: https://repository.um-surabaya.ac.id/id/eprint/11523

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