Henis Wahyu Safitri
Universitas Negeri Semarang, Semarang, Indonesia

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Monopoly Game Learning Media to Increase Students' Learning Concentration in Pancasila Education Subject Henis Wahyu Safitri; Susilo Tri Widodo
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 9 No. 1 (2026): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v9i1.112588

Abstract

The low student enrollment in Pancasila Education learning indicates the need for media innovation to increase engagement and sustain a continuous learning focus. Learning that is still dominated by conventional approaches tends to provide less active and contextual learning experiences. This study aims to examine the level of development, feasibility, and effectiveness of Monopoly game-based learning media in improving students' concentration. The study used the Research and Development (R&D) method with the ADDIE model. The subjects were fourth-grade elementary school students. Data collection techniques included tests (pre-test and post-test) and non-tests in the form of observations, questionnaires, and interviews, with instruments including test sheets, observation sheets, response questionnaires, and interview guidelines, as well as validation by material and media experts to assess product feasibility. Quantitative data analysis was carried out using paired-samples t-tests to assess the effectiveness of the media, with N-gain analysis to measure the level of improvement in learning outcomes. The results of the study indicate that the Monopoly game learning media developed is declared feasible to very feasible based on expert validation and student responses, and is effective in increasing learning concentration. The conclusion of this study confirms that Monopoly game-based learning media is effective in fostering active, fun, and contextual learning and in significantly increasing student concentration during learning. The implication is that game-based media can serve as an innovative alternative for learning and has the potential to be further developed across various materials and educational levels.