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Journal : Jurnal Pendidikan Progresif

Development of a Monopoly-Based Educational Game to Enhance Elementary Students’ Understanding of Indonesia’s Geographical Location Pratiwi, Desiana Retno Rizki; Fathurrahman, Moh.
Jurnal Pendidikan Progresif Vol 15, No 2 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i2.pp847-867

Abstract

Development of a Monopoly-Based Educational Game to Enhance Elementary Students’ Understanding of Indonesia’s Geographical Location. Objective: The limited use of learning media by teachers in the classroom learning process affects students' learning outcomes. To enhance these outcomes, appropriate learning media are needed, especially those that align with the characteristics of elementary school students who tend to enjoy play-based activities. One such example is the Monopoly game media, which incorporates captivating images to engage students. This study aims to develop, test the feasibility, and effectiveness of the ekasi monopoly game media to improve student learning outcomes in social and natural science learning outcomes. Methods: This type of research is developmental research (R&D) using the ADDIE development model. The study involved 29 fifth-grade students at SDN Tambakaji 05 Semarang. Data collection techniques included both pretest-posttest and non-test methods, such as observations, interviews, questionnaires, and documentation. Findings: The results indicated that the feasibility of the Ekasi Monopoly Game Media was assessed by media experts at 93.3%, material experts at 97.5%, teachers at 95%, and students at 91.6%, all falling within the "very feasible" category. Additionally, based on the N-Gain test, the Ekasi Monopoly Game Media was proven to be effective, with a high effectiveness category and an average score of 0.7150. Additionally, the t-test results showed a score of 0.000 with sig < 0.05 between the pretest and posttest findings. Conclusion: To enhance the learning outcomes of the IPAS material on the geographical location of Indonesia for fifth-grade students at SDN Tambakaji 05 Semarang, the study's findings indicate that the development of the Ekasi Monopoly Game Media was completed and categorized as both highly feasible and effective. Through the development of this media, students were able to easily understand the material and remained enthusiastic about learning, as they experienced an engaging and enjoyable learning process. Keywords: learning media development; monopoly game; learning outcomes: geographical location of indonesia.
Development of an PBL-Based Augmented Reality Media for Enhanced Social and Natural Science Learning Outcomes in Elementary School Students Maharani, Dinda Syavira; Fathurrahman, Moh.
Jurnal Pendidikan Progresif Vol 15, No 1 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i1.pp360-374

Abstract

Development of an PBL-Based Augmented Reality Media for Enhanced Sosial and Natural Science Learning Outcomes in Elementary School Students. Objectives : This research aims to develop ARIFAL media, which is packaged in the form of Augmented Reality and interactive PowerPoint Presentation based on Problem-Based Learning to improve the learning outcomes of social science students in grade IV. The media is designed to make learning more interactive, engaging, and effective in enhancing students' conceptual understanding. Method : The study uses Research and Development (R&D) with the Borg and Gall model, involving 5 students in a small-scale trial and 20 students in a large-scale trial at SD Negeri 2 Tubanan. Data collection was conducted through tests and non-tests, including observations, questionnaires, interviews, and documentation. The effectiveness of the media was evaluated through expert validation and improved student learning outcomes. Finding : The results of specialist validation show that this media is highly feasible for use, with material validity of 88% and media validity of 96%. The trial implementation demonstrated a significant increase in students' learning outcomes, with an average pretest score of 46.40 increasing to 85.40 in the posttest, and an N-Gain of 0.74 (high category). Furthermore, teachers and students gave very positive responses, indicating that the media is both useful and engaging.Conclusion: It can be concluded that ARIFAL media, which integrates Augmented Reality and interactive PPT based on Problem-Based Learning, effectively  improving social science learning outcomes. This media can be applied in elementary school education to increase student engagement and understanding. Keywords: augmented reality interactive PPT, science and technology learning outcomes, problem-based learning model.