Media Permainan Monopoli Sumber Energi Untuk Siswa SD Tales 3 Kelas IV Kecamatan Ngadiluwih

Authors

  • Intan Kharisma Wati Universitas Nusantara PGRI Kediri
  • Endang Sri Mujiwati Universitas Nusantara PGRI Kediri
  • Andri Pitoyo Universitas Nusantara PGRI Kediri

DOI:

https://doi.org/10.29407/vaqb0122

Keywords:

Development, Monopoly Game, IPAS

Abstract

The results of observations in the fourth-grade classroom at SDN Tales 3 in Ngadiluwih District, Kediri Regency during the implementation of IPAS learning have been conducted using PowerPoint as a learning medium. This medium has drawbacks, such as the lack of interactivity where students only look at the slide displays without many opportunities to participate. As a result, students are less active in the learning process and lack enthusiasm for studying. The development of this monopoly game media is expected to enhance students' desire to actively learn about energy sources and energy transformations. This research falls under the category of development research or Research and Development (R&D); the subjects of the study are third-grade students at SDN Tales 3, Kediri Regency. The research results indicate that the monopoly game media on energy sources and energy transformations for fourth-grade students at SDN Tales 3 is considered very valid and can be used without revision as it achieved a validation result of 98%, The validation of the material is 85%, the validation of the learning tools is 81%, and the validation of the evaluation questions is 82% with an average score of 86.5%, categorized as very valid and can be used. The monopoly game media on the topic of energy sources and energy transformation for fourth-grade students at SDN Tales 3 is declared very effective, reaching a classical completeness of 100% with an average score of 96%. Meanwhile, the extensive trial produced a classical completeness of 95.83% and an average score of 94.37%. The practical test is declared very practical with a percentage of 92% in the limited trial and 88% in the extensive trial. From the students' responses, a percentage of 94% was obtained in the limited trial and 95% in the extensive trial.

References

Sugiyono, (2017). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: CV. Alfabeta.

Sugiyono. (2019). Metode Penelitian & Pengembangan Reasearch and Development (Alfabeta (ed.); Terbaru).

Yudi Hari (2020). Penelitian Pengembangan Model ADDIE & R2RD2. Kota Pasuruan Indonesia: Lembaga Accademic & Research Institute.

Suhelayanti, dkk. 2023. Pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS). Langsa: Yayasan Kita Menulis

Wulandari. (2023). Media Monopoli Siswa Mudah Belajar Akutansi . Jakarta : Adab. Zainal, Aqib. (2010). Penelitian Tindakan Kelas. Bandung : Yrama Widya

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Published

2025-07-19

Issue

Section

Articles

How to Cite

Media Permainan Monopoli Sumber Energi Untuk Siswa SD Tales 3 Kelas IV Kecamatan Ngadiluwih . (2025). Prosiding SEMDIKJAR (Seminar Nasional Pendidikan Dan Pembelajaran), 8, 876-882. https://doi.org/10.29407/vaqb0122

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