Sidiq Pradana, Rivaldo
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Implementasi Pendekatan Pembelajaran Contextual Learning Pada Pengembangan Media Pembelajaran Berbasis Gamification Materi Sistem Bilangan Zulvarina, Prima; Chandra Saputra, Mochamad; Sidiq Pradana, Rivaldo; Agil Putra Nasol, Hamdalla; Purnawirawan, Okta
Jurnal Teknologi Informasi dan Ilmu Komputer Vol. 13 No. 5: Oktober 2026
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2026135

Abstract

Matematika, sebagai salah satu mata pelajaran dasar, sering kali dianggap sulit dan membosankan oleh banyak peserta didik. Banyak peserta didik yang menganggap matematika sebagai mata pelajaran yang sulit, menakutkan, tidak menarik, dan membosankan hal tersebut melekat menjadi pola pikir yang tertanam pada diri mereka. Pengembangan media pembelajaran berbasis gamification dengan mengimplementasikan pendekatan pembelajaran contextual learning dan konsep turn-based game menjadi alternatif dari permasalahan tersebut. Penelitian ini merupakan penelitian pengembangan yang bertujuan untuk menghasilkan produk media pembelajaran berbasis gamification dengan pendekatan model ADDIE. Tahapan penelitian terdiri dari lima tahapan utama, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Implementation; dan (5) Evaluation. Berdasarkan analisis hasil uji expert judgmen media pembelajaran berbasis gamification dengan pendekatan pembelajaran contextual learning dan mengintegrasikan konsep turn-based game memiliki tingkat validitas produk berdasarkan hasil ahli media sebesar 60% dan ahli materi sebesar 98%. Berdasarkan uji respon pengguna sebesar 94%. Berdasarkan hasil analisis pemahaman konsep melalui uji pretest dan posttest media pembelajaran dapat meningkatkan aspek pemahaman dan analisis peserta didik terhadap materi Sistem Bilangan. Hasil analisis tersebut menjadi dasar bahwa produk dapat digunakan pada proses pembelajaran Matematikan SD khusunya materi Sistem Bilangan secara luas. Rekomendasi hasil evaluasi pengembangan produk media pembelajaran diantaranya: (1) Durasi permainan yang lama; (2) Pengguna menginginkan avatar yang beragam; (3) Penambahan menu laporan hasil belajar secara otomatis; dan (4) Menambahkan soal dengan tipe studi kasus.   Abstract Mathematics, as one of the basic subjects, is often considered difficult and boring by many students. Many students consider mathematics as a difficult, scary, uninteresting, and boring subject, this is inherent in their mindset. The development of gamification-based learning media by implementing a contextual learning approach and the concept of turn-based games is an alternative to these problems. This research is a development research that aims to produce a gamification-based learning media product with the ADDIE model approach. The research stages consist of five main stages, namely: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. Based on the analysis of the results of the expert judgment test, gamification-based learning media with a contextual learning approach and integrating the concept of turn-based games has a product validity level based on the results of media experts of 60% and material experts of 98%. Based on the user response test of 94%. Based on the results of the analysis of conceptual understanding through pretest and posttest tests, learning media can improve aspects of students' understanding and analysis of the Number System material. The results of the analysis are the basis that the product can be used in the elementary school mathematics learning process, especially the material on the Number System in general. Recommendations from the evaluation results of the development of learning media products include: (1) Long game duration; (2) Users want diverse avatars; (3) Adding an automatic learning result report menu; and (4) Adding questions with a case study type.