Please use this identifier to cite or link to this item: https://repository.uksw.edu//handle/123456789/37430
Title: Pengembangan Media Board Game Selangkah Mengelilingi Salatiga (SEMESTA) untuk Meningkatkan Kemampuan Pemecahan Masalah Bangun Datar Siswa Kelas IV SD
Authors: Ramadhan, Akmal Rizqi
Keywords: bangun datar;board game;pemecahan masalah;board game;plane figures;problem solving
Issue Date: 2-Jun-2025
Abstract: Penelitian ini dilatar belakangi karena kurangnya kemampuan siswa dalam memecahkan masalah pada materi bangun datar serta terbatasnya media pembelajaran yang sesuai. Hal tersebut menjadi faktor rendahnya hasil belajar mengenai kemampuan pemecahan masalah dan kurangnya keterlibatan siswa dalam proses pembelajaran. Pengembangan media board game Selangkah Mengelilingi Salatiga (SEMESTA) menjadi salah satu solusi untuk mengatasi permasalahan tersebut. Penelitian ini dilakukan di SDN Tingkir Lor 02. Penelitian ini menggunakan metode Research & Development (R&D) dengan model pengembangan ADDIE yang terdiri dari 5 tahap yaitu analysis, design, development, implementation, dan evaluation. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, angket validasi, angket respon, pre-test dan post-test. Hasil validasi media sebesar 94,66% dengan kategori “Sangat Valid” dan perolehan hasil validasi materi sebesar 69,33% dengan kategori “Valid”. Hasil uji kepraktisan oleh guru sebesar 98,66% dan oleh siswa sebesar 73,79%, sehingga penggunaan media dikategorikan “sangat praktis”. Menunjukkan peningkatan signifikan dari kemampuan pemecahan masalah, dilihat dari nilai N-Gain sebesar 0,6701 sehingga penggunaan media dikategorikan “cukup efektif” dengan kenaikan hasil rata-rata pre-test sebesar 42,93 menjadi 78,79 dari hasil rata-rata post-test. Dapat disimpulkan bahwa terdapat pengaruh yang signifikan antara hasil belajar matematika pada dari hasil pre-test dan post-test, sehingga media SEMESTA layak digunakan dalam proses pembelajaran.
This study was motivated by the lack of students’ problem-solving abilities in plane geometry and the limited availability of appropriate learning media. These factors contribute to low learning outcomes in problem-solving and minimal student engagement during the learning process. The development of the Selangkah Mengelilingi Salatiga (SEMESTA) board game aims to address these issues. The study was conducted at SDN Tingkir Lor 02 using a Research and Development (R&D) method with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data collection techniques included observation, interviews, validation questionnaires, response questionnaires, pre-tests, and post-tests. Media validation results reached 94.66%, categorized as “Highly Valid,” and material validation scored 69.33%, categorized as “Valid.” The practicality test results were 98.66% from teachers and 73.79% from students, indicating that the media was “Highly Practical.” A significant improvement in problem-solving ability was observed, as indicated by an N-Gain score of 0.6701, categorizing the media as “Moderately Effective,” with the average pre-test score rising from 42.93 to 78.79 in the post-test. It can be concluded that there is a significant difference between the pre-test and post-test results, and thus, the SEMESTA board game is suitable for use in the learning process
URI: https://repository.uksw.edu//handle/123456789/37430
Appears in Collections:T1 - Primary School Teacher Education

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