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Pengembangan Media Game Edukasi Digital Berbasis Puzzle untuk Meningkatkan Minat Belajar Matematika Siswa Kelas V Sekolah Dasar

Year: 2026
Type: article
Abstract: Abstrak: Penelitian ini dilatarbelakangi oleh rendahnya minat belajar siswa sekolah dasar dalam pembelajaran matematika serta masih terbatasnya penggunaan media pembelajaran digital yang interaktif dan menarik. Penelitian ini bertujuan untuk mengembangkan Media Game Edukasi Digital Berbasis Puzzle yang valid, praktis, dan efektif untuk meningkatkan minat belajar siswa kelas V SD Negeri 5 Bugbug pada materi bangun datar. Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan menggunakan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas ahli materi, ahli media, guru kelas V, dan 15 siswa kelas V SD Negeri 5 Bugbug. Metode pengumpulan data meliputi observasi, wawancara, angket, dan kuesioner minat belajar. Data dianalisis secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa media memperoleh validitas sebesar 96,25% dari ahli media dan 93,75% dari ahli materi dengan kategori sangat valid, sedangkan kepraktisan memperoleh persentase sebesar 98,13% dengan kategori sangat praktis. Hasil uji efektivitas menunjukkan peningkatan rata-rata minat belajar dari 53,67 pada pretest menjadi 85,00 pada posttest. Uji Paired Samples t-Test menghasilkan nilai t = 9,630, df = 14, dan Sig. (2-tailed) = 0,000 (p < 0,05), dengan Cohen’s d sebesar 2,49 yang menunjukkan efek sangat besar. Kebaruan penelitian ini terletak pada pengembangan game edukasi digital berbasis puzzle yang mengintegrasikan materi bangun datar dengan aktivitas permainan interaktif untuk meningkatkan minat belajar matematika siswa kelas V sekolah dasar. Dengan demikian, Media Game Edukasi Digital Berbasis Puzzle dapat menjadi alternatif media pembelajaran inovatif yang valid, praktis, dan efektif dalam mendukung peningkatan minat belajar matematika siswa sekolah dasar.. Abstract: This study was motivated by the low level of elementary school students’ learning interest in mathematics and the limited use of interactive and engaging digital learning media. This condition causes students to be less active, easily bored, and less enthusiastic during the learning process. This study aimed to develop a Puzzle-Based Digital Educational Game Media that is valid, practical, and effective in improving the learning interest of fifth-grade students at SD Negeri 5 Bugbug on the topic of two-dimensional shapes. This study employed a Research and Development approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects consisted of material experts, media experts, a fifth-grade teacher, and 15 fifth-grade students at SD Negeri 5 Bugbug. Data were collected through observation, interviews, questionnaires, and a learning-interest questionnaire. The data were analyzed using qualitative and quantitative descriptive analysis. The results showed that the media achieved a validity score of 96.25% from media experts and 93.75% from material experts, both categorized as very valid, while its practicality reached 98.13%, categorized as very practical. The effectiveness test showed an increase in the mean learning-interest score from 53.67 in the pretest to 85.00 in the posttest. The Paired Samples t-Test resulted in t = 9.630, df = 14, and Sig. (2-tailed) = 0.000 (p < 0.05), with a Cohen’s d of 2.49, indicating a very large effect. The novelty of this study lies in the development of a puzzle-based digital educational game that integrates two-dimensional shape materials with interactive game activities to improve elementary school students’ interest in learning mathematics. Therefore, the Puzzle-Based Digital Educational Game Media can serve as an innovative, valid, practical, and effective alternative learning medium to support the improvement of elementary school students’ interest in learning mathematics.
Language: Indonesian
Field: Psychology
Open Access status: diamond
OpenAlex ID: W7225014093
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