PENGEMBANGAN MEDIA PAPAN PERKALIAN 3D BERBASIS GAMIFIKASI PADA MATERI PERKALIAN KELAS II SEKOLAH DASAR

Authors

  • Nur Latifatun Nikmah Universitas Muhammadiyah Purworejo
  • Sugeng Eko Putro Widoyoko Universitas Muhammadiyah Purworejo
  • Arum Ratnaningsih Universitas Muhammadiyah Purworejo

DOI:

https://doi.org/10.23969/jp.v10i3.29395

Keywords:

gamification, multiplication board, multiplication

Abstract

This study aims to: 1) Produce a product in the form of Gamification-Based 3D Multiplication Board Media on Multiplication Material for Grade II Elementary School. 2) Knowing the feasibility of Gamification-Based 3D Multiplication Board Media on Multiplication Materials for Grade II Elementary School. This research is a type of Research and Development (RnD) using the ADDIE model which has 5 stages of development namely Analyze, Design, Development, Implementation, and Evaluation. The research subjects were grade II students of SD Negeri Bringin in the 2024/2025 school year with a total of 28 students. Data collection techniques are observation, interview, questionnaire, and test. Data analysis is feasibility analysis, practicality analysis, and effectiveness analysis. The results of this study are: 1) Gamification-based 3D Multiplication Board Media on Multiplication Materials for Grade II Elementary School. 2) The results of product validation obtained an average score of 3.42 with the qualification “Very Feasible”, the results of practicality 3.84 with the qualification “Very Practical”, the results of effectiveness 0.80 with the qualification “Effective”. Based on this study, it can be concluded that the Gamification-Based 3D Multiplication Board Media on Multiplication Material for Grade II Elementary School is suitable for use as learning media in elementary schools.

Downloads

Download data is not yet available.

References

Aliyah, A. A., & Purwanto, S. E. (2022). Pengaruh Media Pembelajaran Powtoon Terhadap Hasil Belajar Matematika pada Materi Perkalian Siswa Kelas II Sekolah Dasar. Ideas: Jurnal Pendidikan, Sosial, dan Budaya, 8(3), 921-928. https://www.jurnal.ideaspublishing.co.id/index.php/ideas/article/view/946

Ariyanto, B., Chamidah, A., & Suryandari, S. (2020). Pengembangan Media Ular Tangga Terhadap Pembelajaran Matematika Materi Pecahan Sederhana pada Siswa Kelas 3 Sekolah Dasar. Trapsila: Jurnal Pendidikan Dasar, 2(16650001), 85-99. https://www.academia.edu/download/81266896/pdf.pdf

Ayu, S., Ardianti, S. D., & Wanabuliandari, S. (2021). Analisis Faktor Penyebab Kesulitan Belajar Matematika. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 10(3), 1611. https://www.academia.edu/download/111116651/pdf.pdf

Dussawal, W., Husnayain, M. I., Muchlisin, M., & Najwa, W. A. (2019). Desain Pembelajaran Matematika Berbasis PMRI pada Materi Perkalian Siswa Kelas 2 Sekolah Dasar. EduBasic Journal: Jurnal Pendidikan Dasar, 1(1), 28–36. https://ejournal.upi.edu/index.php/edubasic/article/view/26178

Fadhila, P. (2020). Pengembangan Media Paklik (Papan Kolom Kali dengan Kartu) Untuk Perkalian di Kelas III. Basic Education, 9(9), 85-93. https://journal.student.uny.ac.id/index.php/pgsd/article/view/16615

Febrianingrum, L. (2022). Peran Media Papan Perkalian Terhadap Hasil Belajar Matematika Materi Perkalian Kelas V SD. Jurnal Pendidikan Matematika Malikussaleh, 2(2), 277-284. https://ojs.unimal.ac.id/jpmm/article/view/7985

Hendri, E. I. (2023) Pengembangan Media Papan Pintar Perkalian dalam Pembelajaran Matematika Peserta Didik Kelas II MI Miftahul Ulum Serut 01. (Skripsi Sarjana Digital Library UIN KHAS Jember). http://digilib.uinkhas.ac.id/26356

Ibad, W. (2024). Gamifikasi dalam Pembelajaran di Sekolah Dasar. JIEES: Journal of Islamic Education at Elementary School, 5(1), 56-64. http://jiees.alkhoziny.ac.id/index.php/jiees/article/view/73

Kusumasari, D. A., Kiswoyo, & Sary, R. M. (2021). Analisis Kesulitan Belajar Perkalian pada Siswa Sekolah Dasar. Jurnal Gentala Pendidikan Dasar, 6(1), 104–117. https://mail.online-journal.unja.ac.id/gentala/article/view/12560

Mahbubi, M. (2024). Analisis Implementasi Pembelajaran Berbasis Gamifikasi pada Peningkatan Motivasi Belajar Siswa. Al-Abshor Jurnal Pendidikan Agama Islam, 1(3), 286–294. https://journal.salahuddinal-ayyubi.com/index.php/ALJPAI/article/view/107

Permata, C. A. M., & Kristanto, Y. D. (2020). Desain Pembelajaran Matematika Berbasis Gamifikasi Untuk Meningkatkan Minat Belajar Siswa. JNPM (Jurnal Nasional Pendidikan Matematika), 4(2), 279-291. https://repository.usd.ac.id/38190/1/6387_3877-Permata2020.pdf

Pratiwi, A., Disurya, R., & Tanzimah. (2023). Analisis Kesulitan Belajar Matematika pada Materi Hitung Perkalian Kelas III SD Negeri 17 Rantau Bayur. Jurnal Ilmiah Pendidikan Dasar, 08(02), 89–101. https://www.jurnal.ideaspublishing.co.id/index.php/ideas/article/view/946

Risqi, W., & Siregar, N. (2023). Media Papan Pintar Materi Perkalian dalam Pembelajaran Matematika Permulaan di Sekolah Dasar. Jurnal Ilmiah Pendidikan Profesi Guru, 6(2), 233–241. https://ejournal.undiksha.ac.id/index.php/JIPPG/article/view/63497

Srimulyani, S. (2023). Menggunakan Teknik Gamifikasi Untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas. EDUCARE: Jurnal Pendidikan dan Kesehatan, 1(1), 29-35. http://j-edu.org/index.php/edu/article/view/2

Tiwa, T. (2020). Gamifikasi dalam Pembelajaran Siswa Sekolah Dasar. JAMBURA Elementary Education Journal, 1(2), 91–99. https://ejournal-fip-ung.ac.id/ojs/index.php/jeej/article/view/147

Widoyoko, E. P., (2025). Teknik Penyusunan Instrumen Penelitian (Edisi Revisi). Yogyakarta: Pustaka Pelajar

Downloads

Published

2025-09-01

Most read articles by the same author(s)