{"title":"The Development of Jateng Gayeng Monopoly Media: Learn Unit Conversion by Loving Culture","authors":"B. Permatasari, Erlina Prihatnani","doi":"10.15294/kreano.v12i2.29775","DOIUrl":null,"url":null,"abstract":"Math exercises needed to be presented in an appealing and pleasing approach. This study aimed to promote learning media in the form of a monopoly game as a medium to learn unit conversion while getting to know Central Java cultures. This Research and Development study utilized the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. The data collection methods that were used in this study were documentation, tests, and questionnaires. The Jateng Gayeng Monopoly Media had been validated by lecturers and mathematics teachers and declared legally valid with a percentage of 88.8% (excellent), and efficient with a rate of 87.4%. This learning media had also been tested on fifth-grade students of SDN Watuagung 02 Semarang Regency. Moreover, based on the result of the Wilcoxon test at the significant level α = 0.05, it c an be concluded that the Jateng Gayeng Monopoly Media effectively enhances students' learning outcomes. This result is expected to inspire the growth of learning media, which elevates Indonesia's local cultures so that Indonesian children will be more proud and love their cultures. Penelitian ini bertujuan untuk mengembangkan media pembelajaran monopoli yang dapat digunakan sebagai sarana latihan soal konversi satuan sambil mengenal budaya Jawa Tengah. Penelitian Research and Development ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Metode pengumpulan data yang digunakan ialah dokumentasi, tes, dan angket. Media Monopoli Jateng Gayeng divalidasi oleh dosen dan guru matematika dan dinyatakan valid dengan persentase 88,8% (sangat baik) dan sangat praktis dengan persentase 87,4%. Media ini telah diujicobakan terhadap siswa kelas V SDN Watuagung 02 Kabupaten Semarang dan berdasarkan hasil uji Wilcoxon pada taraf signifikan 𝛼 = 0.05 disimpulkan bahwa monopoli Jateng Gayeng efektif untuk meningkatkan hasil belajar siswa. Hasil ini diharapkan dapat menginspirasi munculnya media latihan soal yang mengaitkan dengan budaya lokal daerah-daerah di Indonesia agar anak Indonesia makin bangga dan cinta akan budaya yang dimiliki.","PeriodicalId":53318,"journal":{"name":"Kreano Jurnal Matematika KreatifInovatif","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Kreano Jurnal Matematika KreatifInovatif","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15294/kreano.v12i2.29775","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Math exercises needed to be presented in an appealing and pleasing approach. This study aimed to promote learning media in the form of a monopoly game as a medium to learn unit conversion while getting to know Central Java cultures. This Research and Development study utilized the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. The data collection methods that were used in this study were documentation, tests, and questionnaires. The Jateng Gayeng Monopoly Media had been validated by lecturers and mathematics teachers and declared legally valid with a percentage of 88.8% (excellent), and efficient with a rate of 87.4%. This learning media had also been tested on fifth-grade students of SDN Watuagung 02 Semarang Regency. Moreover, based on the result of the Wilcoxon test at the significant level α = 0.05, it c an be concluded that the Jateng Gayeng Monopoly Media effectively enhances students' learning outcomes. This result is expected to inspire the growth of learning media, which elevates Indonesia's local cultures so that Indonesian children will be more proud and love their cultures. Penelitian ini bertujuan untuk mengembangkan media pembelajaran monopoli yang dapat digunakan sebagai sarana latihan soal konversi satuan sambil mengenal budaya Jawa Tengah. Penelitian Research and Development ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Metode pengumpulan data yang digunakan ialah dokumentasi, tes, dan angket. Media Monopoli Jateng Gayeng divalidasi oleh dosen dan guru matematika dan dinyatakan valid dengan persentase 88,8% (sangat baik) dan sangat praktis dengan persentase 87,4%. Media ini telah diujicobakan terhadap siswa kelas V SDN Watuagung 02 Kabupaten Semarang dan berdasarkan hasil uji Wilcoxon pada taraf signifikan 𝛼 = 0.05 disimpulkan bahwa monopoli Jateng Gayeng efektif untuk meningkatkan hasil belajar siswa. Hasil ini diharapkan dapat menginspirasi munculnya media latihan soal yang mengaitkan dengan budaya lokal daerah-daerah di Indonesia agar anak Indonesia makin bangga dan cinta akan budaya yang dimiliki.
数学练习需要以一种吸引人的、令人愉快的方式呈现。本研究旨在促进以大富翁游戏为媒介的媒介学习单位转换,同时了解中爪哇文化。本研究和开发研究利用了ADDIE(分析、设计、开发、实现和评估)开发模型。本研究使用的数据收集方法为文献、测试和问卷调查。《嘉腾加英垄断媒体》经讲师和数学教师验证,合法有效率为88.8%(优),有效率为87.4%。这个学习媒体也在三宝垄县华都贡中学五年级的学生中进行了测试。在显著性水平α = 0.05下的Wilcoxon检验结果表明,嘉腾嘉能大媒体有效地提高了学生的学习成果。这一结果有望激发学习型媒体的发展,提升印尼的本土文化,让印尼的孩子们更加自豪和热爱自己的文化。peneltitian ini bertujuan untuk mengembangkan媒体pembelajan垄断者yang dapat digunakan sebagai sarana lathan soversi satan sambil mengenal budaya爪哇登加。peneltian的研究与开发——menggunakan模型pengembangan ADDIE(分析、设计、开发、实施、评估)。人口普查数据方法[j], [j], [j]。Media Monopoli Jateng Gayeng divalidasi oleh dosen danguru matmatatika dandinyatakan valid denan present ase 88,8% (sangat baik) dansangat praktis denan present ase 87,4%。媒体ini telah diujicobakan terhadap siswa kelas V SDN Watuagung 02 Kabupaten Semarang dan berdasarkan hasil uji Wilcoxon paada tarf显著性(p < 0.05) dispulpulkan bahwa monopoli Jateng Gayeng efektif untuk meningkatkan hasil belajar siswa。哈西尼diharapkan dapat menginspirasi munculnya media拉蒂汗soal yang mengaitkan dunan budaya当地daerah-daerah di印度尼西亚agar anak印度尼西亚makin banga dan cinta akan budaya yang dimiliki。