PENGEMBANGAN MEDIA PEMBELAJARAN MONOKEBU (MONOPOLI KERAGAMAN BUDAYA) MUATAN PENDIDIKAN PANCASILA PADA SISWA KELAS IV SD - Yunita, Erika Prisda; Sulistyowati, Prihatin; Yulianti, Yulianti (Sindoro: Cendikia Pendidikan, 2025)
Pembelajaran saat ini guru sudah memanfaatkan bahan ajar dan media video pembelajaran, namun siswa cenderung kurang terlibat aktif, terlihat asyik bermain dan mengobrol sehingga menjadikan siswa tidak fokus saat mengikuti kegiatan pembelajaran dan tidak memahami materi yang disampaikan oleh guru. Dalam pembelajaran di kelas siswa cenderung lebih suka pembelajaran yang diselingi dengan permainan, gambar-gambar berwarna dan menarik. Tujuan penelitian yaitu mengetahui kelayakan, kepraktisan, dan keefektifan media permainan monopoli. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (Research and development) dengan menggunakan model ADDIE. Subjek penelitian yaitu peserta didik dan guru kelas IV SDN Sukun 1 Malang. Instrumen pengumpulan data menggunakan observasi, wawancara, angket dan dokumentasi. Teknik analisis data yang peneliti lakukan yaitu kualitatif dan kuantitatif. Produk media monopoli melalui uji kelayakan ahli media memperoleh persentase 90,62% kategori “sangat layak”, validasi dari ahli materi memperoleh persentase 96,42% kategori “sangat layak”, dan validasi dari ahli bahasa memperoleh persentase 96,87% kategori “sangat layak”. Hasil uji kepraktisan dari guru memperoleh persentase 89,58% kriteria “sangat praktis”. Sedangkan uji kepraktisan dari peserta didik memperoleh persentase 86,92% kriteria “sangat praktis”. Uji keefektifan memperoleh rata-rata nilai dari peserta didik sebesar 0,73 kategori “tinggi”. Berdasarkan hasil tersebut, pengembangan media permainan monopoli keragaman budaya dapat digunakan saat pembelajaran karena memenuhi kriteria layak, praktis, dan efektif. In current learning, teachers use open materials and learning video media, but students tend to be less actively involved, seem to be busy playing and playing, which makes students not focused when participating in learning activities and do not understand the material presented by the teacher. In classroom learning, students tend to prefer learning that is interspersed with games, colorful and interesting pictures. The aim of the research is to determine the feasibility, practicality and effectiveness of monopoly game media. The type of research used is research and development using the ADDIE model. The research subjects were students and teachers of class IV SDN Sukun 1 Malang. Data collection instruments use observation, interviews, questionnaires and documentation. The data analysis techniques used by researchers are qualitative and quantitative. Monopoly media products through due diligence from media experts obtained a percentage of 90.62% in the “very feasible” category, validation from material experts obtained a percentage of 96.42% in the “very feasible” category, and validation from language experts obtained a percentage of 96.87% in the “very feasible” category. The practicality test results from the teacher obtained a percentage of 89.58% for the “very practical” criteria. Meanwhile, in the practicality test, students obtained a percentage of 86.92% for the “very practical” criteria. The effectiveness test obtained an average score from students of 0.73 in the “high” category. Based on these results, the cultural diversity monopoly game development media can be used during learning because it meets the criteria of being feasible, practical and effective.