EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi
Vol. 6 No. 3 (2026)

PENGEMBANGAN MEDIA BOARD GAME INTERAKTIF UNTUK MENINGKATKAN MINAT BELAJAR EKONOMI SISWA KELAS X SMA

Sri Wulandari (Universitas Muhammadiyah Purworejo)
Cahyo Apri Setiaji (Universitas Muhammadiyah Purworejo)
Anita Rinawati (Unknown)



Article Info

Publish Date
12 Aug 2026

Abstract

ABSTRACT Economics learning is expected to enhance students' learning interest through the use of innovative and interactive instructional media. However, classroom instruction is still predominantly teacher-centered and relies heavily on lecture methods with limited use of engaging learning media, resulting in suboptimal student learning interest. This study aimed to develop the Economic Ladder Board Game and examine its validity, practicality, and effectiveness in improving students' interest in learning economics. The study employed a Research and Development (R&D) approach using the 4D model, consisting of the define, design, develop, and disseminate stages. The participants were 72 tenth-grade students at SMA Negeri 5 Purworejo. Data were collected through observations, interviews, and questionnaires and analyzed using validity testing, reliability testing, feasibility analysis, practicality analysis, and effectiveness analysis through the N-Gain test. The findings revealed that the developed media was categorized as highly feasible, with media expert validation reaching 90%, material expert validation 92.5%, and an overall feasibility score of 91.25%. The media was also considered highly practical, achieving a practicality score of 83.9%. Its effectiveness was demonstrated by an increase in students' average learning interest score from 58.87 to 88.87, a significance value of 0.000 (p<0.05), and an N-Gain score of 0.752, which falls into the high category. Therefore, the Economic Ladder Board Game is feasible, practical, and effective as an instructional medium for improving students' interest in learning economics. ABSTRAK Pembelajaran ekonomi di sekolah diharapkan mampu meningkatkan minat belajar siswa melalui penggunaan media pembelajaran yang inovatif dan interaktif. Namun, praktik pembelajaran masih didominasi metode ceramah dengan pemanfaatan media yang terbatas sehingga minat belajar siswa belum optimal. Penelitian ini bertujuan mengembangkan media Board Game Tangga Ekonomi serta menguji kelayakan, kepraktisan, dan keefektifannya dalam meningkatkan minat belajar ekonomi siswa. Penelitian menggunakan metode Research and Development (R&D) dengan model 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian terdiri atas 72 siswa kelas X SMA Negeri 5 Purworejo. Data dikumpulkan melalui observasi, wawancara, dan angket, kemudian dianalisis menggunakan uji validitas, uji reliabilitas, analisis kelayakan, kepraktisan, dan keefektifan melalui uji N-Gain. Hasil penelitian menunjukkan bahwa media memperoleh kategori sangat layak dengan persentase validasi ahli media sebesar 90%, ahli materi sebesar 92,5%, dan rata-rata kelayakan sebesar 91,25%. Media juga tergolong sangat praktis dengan persentase sebesar 83,9%. Keefektifan media ditunjukkan oleh peningkatan rata-rata minat belajar siswa dari 58,87 menjadi 88,87. Nilai signifikansi sebesar 0,000 (p<0,05), serta nilai N-Gain sebesar 0,752 yang termasuk kategori tinggi. Dengan demikian, media Board Game Tangga Ekonomi dinyatakan layak, praktis, dan efektif sebagai media pembelajaran untuk meningkatkan minat belajar ekonomi siswa.

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Journal Info

Abbrev

edutech

Publisher

Subject

Education

Description

Jurnal ini berisi artikel hasil pemikiran dan penelitian yang ditulis oleh para guru, dosen, pakar, ilmuwan, praktisi, dan pengkaji dalam semua disiplin ilmu yang berkaitan dengan pendidikan berbantuan ...