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Pengaruh Penggunaan Media Board Game Monopoli terhadap Peningkatan Pemahaman Materi Norma pada Siswa Kelas V SDN 1 Cengal Eliza; Agus Saeful Anwar; Nurholifah; Ismawati
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2354

Abstract

Norms are one of the essential topics in Pancasila Education, as they help students develop responsible attitudes and appropriate behavior in their daily lives. However, conventional teaching methods often make it difficult for students to understand and apply the concept of norms effectively. Therefore, the purpose of this study was to examine the effect of using Monopoly board game media on fifth-grade students' understanding of norms at Cengal 1 Public Elementary School. This study employed a quantitative approach using a quasi-experimental method with an unequal control group design. The population consisted of 59 fifth-grade students, comprising 33 students in the experimental class and 26 students in the control class. Data were collected through pre-tests and post-tests. The data were analyzed using SPSS version 27, including normality, homogeneity, independent samples t-test, and N-Gain analyses. The results showed that the experimental class achieved a higher average post-test score (82.30) than the control class (69.85). Furthermore, the independent samples t-test yielded a significance value (Sig. 2-tailed) of 0.000 (< 0.05), indicating that the use of Monopoly board game media had a significant effect on improving students' understanding of norms. The N-Gain analysis revealed that the experimental class obtained an average N-Gain score of 71.20%, which was categorized as moderately effective, whereas the control class achieved an average score of 51.82%, categorized as less effective. Therefore, the Monopoly board game media was proven to be effective in enhancing students' understanding of norms and can serve as a creative and engaging learning medium for Pancasila Education in elementary schools.
Pengaruh Permainan Seni Edukatif Domino Berbasis Problem Based Learning (PBL) dalam Meningkatkan Pemahaman Konsep Perkalian Siswa Kelas III SDN 1 Jalaksana Ismawati; Lousy Loustiawaty; Eliza; Nurholifah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i4.2881

Abstract

Students' mastery of basic mathematical concepts in elementary school is often constrained by one-way teaching methods and a lack of varied learning media. Initial observations at SDN 1 Jalaksana revealed a significant gap between students' rote memorization skills and their understanding of basic multiplication concepts. Although students could memorize multiplication facts, they struggled to grasp the underlying logic that multiplication is repeated addition, specifically failing to distinguish between "the number of groups" and "the quantity per group." As many as 15 out of 34 students (44.11%) fell into this conceptual misplacement. This research aims to examine the effect of Problem Based Learning (PBL)-based educational art domino games on improving the understanding of multiplication concepts among third-grade students at SDN 1 Jalaksana. The research method employed was quantitative, specifically a Quasi-Experimental design with a Nonequivalent Control Group Design. The sample consisted of 61 students, divided into an experimental class (30 students) and a control class (31 students). The research instrument was an essay test consisting of 20 items that had been tested for validity and reliability. The results of the data analysis using the Independent Samples T-Test showed a t_"count"  value of 3.845 with a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant effect. The average posttest score of the experimental class surged to 77.15 (mastery category) with a classical mastery percentage of 66.67%, far outperforming the control class which only achieved 58.55 with 19.35% mastery. Furthermore, the N-Gain Score test revealed that the effectiveness of the experimental class reached 51.88% (moderately effective criteria), while the control class only reached 21.19% (ineffective). In conclusion, this study proves that the use of PBL-based domino games has a significant and effective impact, serving as an interactive learning tool that aligns with the concrete thinking characteristics of elementary school students.