Development of Monokram (Islamic Integrated Mathematics Monopoly) Learning Media on Numbers Material
DOI:
https://doi.org/10.15294/3hag6286Keywords:
Learning Media, Monokram, Islamic Integrated, Numerical ConceptsAbstract
Learning and understanding mathematical concepts must be done with an engaging and innovative approach. This research aims to develop a creative learning media as an Islamic-integrated mathematical monopoly game to instill character education with Islamic and mathematical concepts. The research and development utilize the ADDIE model: analyze, design, develop, Implement, and Evaluate. To test the product, the researcher involves students from class VII H MTsN 2 Jember. Data collection involves interviews, questionnaires, and tests analyzed for validity, practicality, and effectiveness. The Islamic-Integrated Mathematics Monopoly Learning Media (Monokram) has been validated by experts with an average percentage above 94%, categorized as highly valid. Practicality is affirmed by student questionnaires with an average percentage above 80%, indicating practicality. Pretest and posttest results using N-Gain show an average above 0.3, categorizing the effectiveness of Monokram as moderate/effective. Based on these results, it is hoped that this research and development will motivate the growth of Islamic-integrated mathematics learning media, enhancing students' understanding of mathematical and Islamic concepts.
Proses pembelajaran dan pemahaman konsep matematika perlu dilakukan dengan pendekatan yang menarik dan inovatif. Penelitian ini bertujuan untuk mengembangkan media pembelajaran inovatif berupa permainan monopoli matematika terintegrasi Islam, sebagai salah satu cara untuk menamkan pendidikan karakter dengan konsep-konsep Islam dan matematika. Penelitian dan pengembangan ini menggunakan model ADDIE yang terdiri dari Analyze, Desain, Develop, Implementation, dan Evaluation. Kemudian untuk melakukan uji coba produk, peneliti menggunakan siswa-siswi kelas VII H MTsN 2 Jember sebagai subjek penelitian. Selain itu, proses pengumpulan data dilakukan denganmenggunakan wawancara, angket dan tes yang kemudian diolah melalui analisis kevalidan, kepraktisan, dan keefektifan. Media pembelajaran Monopoli Matematika Terintegrasi Islam (Monokram) telah tervalidasi oleh para ahli sebesar rata-rata persentase di atas 94% dengan kategori sangat valid. Sedangkan kepraktisan media didasarkan pada hasil angket siswa yang menunjukkan rata-rata persentase di atas 80% dengan kategori valid yang artinya media pembelajaran monokram berada pada kategori praktis. Dan hasil pretest dan postest melaui uji N-Gain diperoleh rata-rata di atas 0,3 yang artinya efektivitas media pembelajaran monokram berada pada kategori sedang/efektif. Berdasarkan hasil tersebut, diharapkan penelitian dan pengembangan ini dapat memotivasi berkembangnya media pembelajaran matematika terintegrasi Islam sehingga siswa-siswi semakin mengenal tentang konsep-konsep matematika dan Islam
Downloads
References
Ariani Hrp, N., Masruro, Z., Saragih, S. Z., Hasibuan, R., Simamora, S. S., & Toni. (2022). Buku Ajar Belajar Dan Pembelajaran. In H. Rohana (Ed.), Buku Ajar Belajar Dan Pembelajaran (I). Penerbit Widina Bhakti Persada Bandung. https://doi.org/10.21070/2022/978-623-464-043-4
Bolat, Ö. (2023). Developing a Scale to Measure Teacher Reward and Praise Behaviors for Classroom Management. E-Kafkas Eğitim Araştırmaları Dergisi, 10(2), 285–299. https://doi.org/10.30900/kafkasegt.1339265
Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/10.1016/j.heliyon.2022.e09541
Chang, H. (2022). The longitudinal transition of the moral character latent profile of elementary school students and predictive factor verification in Korea. Acta Psychologica, 230 (March), 103710. https://doi.org/10.1016/j.actpsy.2022.103710
Deviana, D. R., & Prihatnani, E. (2018). Pengembangan Media Monopoli Matematika Pada Materi Peluang Untuk Siswa SMP. JRPM (Jurnal Review Pembelajaran Matematika), 3, 114–131. https://doi.org/10.15647/jrpm.2018.3.2.114-131
Farihah, U. (2021). Media Pembelajaran Matematika (I. Wahyuni (ed.); I). CV Lintas Nalar.
Ferayanti, Embong, R., & @Juned, H. M. L. (2019). Analysis on KH. Fahmi Basya’s Thought of Islamic Mathematics. Islam Universalia: International Journal of Islamic Studies and Social Sciences, 1(1), 1–18. https://doi.org/10.56613/islam-universalia.v1i1.102
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54(JANUARY), 170–179. https://doi.org/10.1016/j.chb.2015.07.045
Iskandar, S. M. (2015). Pendekatan Pembelajaran Sains Berbasis Konstruktivis Ed. Revisi (S. Ibnu, Effendy, & I. W. Dasna (eds.); 2nd ed.). Media Nusa Creative.
Kirikkaya, E. B., Işeri, Ş., & Vurkaya, G. (2010). A board game about space and solar system for primary school students. Turkish Online Journal of Educational Technology, 9(2), 1–13.
Laja, Y. P. W., & Hijriani, L. (2022). Cognitive Development of Mathematics Education Students based on Piaget’s Theory in terms of Gender Differences. Kreano, Jurnal Matematika Kreatif-Inovatif, 13(1), 33–42. https://doi.org/10.15294/kreano.v13i1.31731
Pahrudin, A., Syafril, S., Zahro, R., Handoko, A., Yaumas, N. E., & Iksan, Z. H. (2019). Development of Islamic Value-based Picture in Biology Learning with the ISI-ARE Model. Tadris: Jurnal Keguruan Dan Ilmu Tarbiyah, 4(2), 237–246. https://doi.org/10.24042/tadris.v4i2.4668
Permatasari, B. A., & Prihatnani, E. (2021). The Development of Jateng Gayeng Monopoly Media: Learn Unit Conversion by Loving Culture. Kreano, Jurnal Matematika Kreatif-Inovatif, 12(2), 238–251. https://doi.org/10.15294/kreano.v12i2.29775
Priyastuti, M. T., Resanti, M., & Yoga, G. S. (2020). Peningkatan Kosakata Bahasa Inggris dengan Media Ular Tangga bagi Siswa SD Antonius 2 Semarang. Abdimasku : Jurnal Pengabdian Masyarakat, 3(2), 72-78. https://doi.org/10.33633/ja.v3i2.106
Rahaju, R., & Hartono, S. R. (2017). Pembelajaran Matematika Berbasis Permainan Monopoli Indonesia. JIPMat, 2(2), 130-139.
https://doi.org/10.26877/jipmat.v2i2.1977
Rosmalia, P. (2021). Kedekatan Islam dan Matematika. Sabtu, 30 Oktober. https://mediaindonesia.com/weekend/443425/kedekatan-islam-dan-matematika
Rusmayana, T. (2021). Model Pembelajaran ADDIE Integrasi Pedati di SMK PGRI Karisma Bangsa (R. Hartono (ed.); I). Penerbit Widina Bhakti Persada Bandung.
Saksono, H., Khoiri, A., Surani, D., Rando, A. R., Setiawati, N. A., Umalihayati, Ali, H., Adipradipta, A., Ali, M. N., & Aryuni, M. (2023). Teori Belajar dalam Pembelajaran (P. T. Cahyono (ed.); I). Yayasan Cendikia Mulia Mandiri.
Smith, T., Burfield, M., & Forster, B. M. (2023). Conceptual Article Development of interactive PowerPoint simulations as part of an online laboratory on the construction and identification of a genetically modified organism for non-science majors. Journal of Pedagogical Sociology and Psychology, 5(4), 57–67. https://doi.org/10.33902/jpsp.20232000
Sugiyono. (2022). Metode Penelitian Kuantitatif, Kualitatif, dan R&D (II). Alfabeta.
Ulfaeni, S. (2017). Pengembangan Media Monergi (Monopoli Energi) Untuk Menumbuhkan Kemampuan Pemahaman Konsep Ipa Siswa Sd. Profesi Pendidikan Dasar, 4(2), 136–144. https://doi.org/10.23917/ppd.v4i2.4990
Wikipedia. (2023). Monopoli (Permainan). 15 September. https://id.wikipedia.org/wiki/Monopoli_(permainan)
Zahroh, F. (2022). Pengembangan Buku Ajar Biologi Berbasis Problem Solving Terintegrasi Nilai Keislaman pada Materi Sistem Gerak Manusia untuk Siswa Kelas XI MIA di MA Maarif Sukorejo Pasuruan. [Doctoral Dissertation] UIN Kiai Haji Achmad Siddiq Jember.
Downloads
Additional Files
Article ID
Published
Issue
Section
Categories
License
Copyright (c) 2024 Kreano, Jurnal Matematika Kreatif-Inovatif

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.