VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan
Vol 16, No 1 (2025): APRIL

PENGEMBANGAN MEDIA PEMBELAJARAN BOARD GAME SMART DIVISION BERBASIS KEBUDAYAAN INDONESIA PADA MATA PELAJARAN MATEMATIKA KELAS IV SDN RAWA BUAYA 03 JAKARTA

Antonia, Tiara Arrafiana (Unknown)
Ramadhani, Sulistyani Puteri (Unknown)



Article Info

Publish Date
28 Apr 2025

Abstract

ABSTRAKPenelitian dan pengembangan media pembelajaran untuk siswa sekolah dasar penting dilakukan supaya terwujud pembelajaran yang inovatif, kritis, efektif dan efisien. Tujuan penelitian ini untuk mengembangkan media pembelajaran Board Game Smart Division berbasis kebudayaan Indonesia kelas IV SD yang berfokus pada meningkatnya hasil belajar menghitung pembagian bersusun matematika. Metode yang digunakan yakni Research and Development (R&D) dengan model ADDIE, yang meliputi tahap analisis, desain, development, implementasi, dan evaluasi. Pengembang media board game smart division mampu menarik minat belajar siswa dan mewujudkan pengalaman pembelajaran yang interaktif terbukti dari hasil data validasi siswa,  ahli materi, media dan bahasa. Hasil penelitian memperoleh data skor validasi dari ahli media 80, materi 96 skor, bahasa 92 skor. Menandakan media board game telah valid. Uji coba media pada siswa melalui uji coba kelompok kecil, terbatas dan lapangan yang menghasilkan respon siswa  "sangat baik". Evaluasi hasil belajar siswa dengan pre-test dan post-test menunjukkan kenaikan hasil belajar rata-rata nilai pre-test dari 59,3 dan post-test 89. Jika dipersentase peningkatan pre dan posttest yakni naik 30%. Dengan berdasarkan data, media board game smart division terbukti valid, layak dan efektif dalam meningkatkan hasil belajar siswa kelas IV SDN Rawa Buaya 03 Jakarta, mampu memberikan pengalaman belajar yang interaktif dan menarik minat belajar siswa.Kata Kunci: Board Game Edukasi, Matematika, Kemampuan Menghitung, Berbasis Kebudayaan Indonesia, Penelitian dan PengembanganABSTRACTResearch and development of learning media for elementary school students is important to achieve innovative, critical, effective learning. The aim of this research is to develop a smart division board game learning media based on Indonesian culture in 4 grade elementary school which focuses on improving learning outcomes in calculating mathematical divisions. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The media developer is confident that this Board game smart division media can attract students' interest in learning and create an interactive learning experience. The results of the study obtained a score from media of 80 scores and validation from material of 96, language got 92, indicating that the Board Game media was “Valid”. Testing the media on students through small group, limited and field trials which produced "very good" student responses. Evaluation of student learning outcomes with pre-tests & post-tests showed an increase in learning outcomes, the average pre-test score from 59.3 to 89. If the percentage increase in pre & post-tests is an increase of 30%. Based on the data, the Smart Division board game media has proven to be valid, feasible and effective in improving the learning outcomes of 4 grade students at SDN Rawa Buaya 03, while providing an interactive learning experience and an interesting learning interest for studentsKeywords: Educational Board Game, Mathematics, Numeracy Skills, Based on Indonesian Culture, Research and Development

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Journal Info

Abbrev

VOX

Publisher

Subject

Education

Description

Jurnal ini memuat publikasi hasil pemikiran dan penelitian dibidang pendidikan, pengajaran dan evaluasi belajar, baik laporan penelitian maupun tinjauan buku yang dapat memberikan solusi permasalahan bagi perkembangan dunia pendidikan dan pengajaran secara luas dan bermanfaat serta belum pernah ...