Pembelajaran berbasis Game Math Quest: Peningkatan keterampilan numerasi dan pemahaman konsep KPK–FPB di sekolah dasar

Tria Antiya, Ika Fitri Apriani, Karlimah Karlimah

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran berbasis gim Math Quest yang valid, layak, menarik, dan efektif untuk meningkatkan kemampuan numerasi serta pemahaman konsep siswa. Metode yang digunakan adalah Research and Development (R&D) berorientasi model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian melibatkan 30 siswa kelas V sekolah dasar. Data dikumpulkan melalui observasi, wawancara, angket, serta tes (pretest dan posttest), lalu dianalisis secara deskriptif kuantitatif dan uji Paired Sample T-Test. Hasil evaluasi menunjukkan media sangat valid menurut ahli materi (98% dan 95%) serta ahli media (96%). Media juga dinilai sangat layak oleh guru (96%) dan sangat menarik bagi siswa (84%). Peningkatan pemahaman konsep terlihat dari kenaikan nilai rata-rata pretest ke posttest dari 62 menjadi 82. Temuan analisis inferensial menghasilkan nilai signifikansi 0,000 (p < 0,05), yang membuktikan Math Quest efektif meningkatkan kemampuan numerasi siswa secara signifikan pada materi KPK dan FPB. Simpulannya, media Math Quest terbukti valid, layak, menarik, dan efektif, sehingga layak dijadikan alternatif media pembelajaran matematika sekolah dasar.

 

Math Quest Game-based learning: Enhancing numeracy skills and conceptual understanding of factors and multiples in primary education

 

Abstract:  This study aims to develop a valid, feasible, engaging, and effective game-based learning medium, Math Quest, to enhance students' numeracy skills and conceptual understanding. The method employed is Research and Development (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects comprised 30 fifth-grade elementary students. Data were collected through observation, interviews, questionnaires, and tests (pretest and posttest), and then analyzed using descriptive quantitative statistics and a Paired Sample T-Test. The results showed that the medium is highly valid, receiving 98% and 95% from subject-matter experts and 96% from media experts. It was also deemed highly feasible by teachers (96%) and very engaging by students (84%). Conceptual improvement was evidenced by an increase in average test scores from 62 on the pretest to 82 on the posttest. The statistical findings revealed a significance value of 0.000 (p < 0.05), demonstrating that Math Quest significantly improved students' numeracy skills regarding LCM and GCF. In conclusion, Math Quest is proven valid, feasible, engaging, and effective, making it a viable alternative medium for elementary mathematics instruction.

Keywords

Math Quest; kemampuan numerasi; pemahaman konsep; KPK dan FPB; sekolah dasar

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