Pengembangan Media Pembelajaran Etnomatematika “Rumah Adat Sasambo” Berbasis Game Edukasi Untuk Meningkatkan Motivasi Belajar Siswa Kelas IV SDN 38 Cakranegara
DOI:
https://doi.org/10.36312/jar.v5i3.6270Keywords:
Etnomatematika, Sasambo (Sasak, Samawa, Mbojo), Game Edukasi, Media Pembelajaran, Motivasi BelajarAbstract
Motivasi belajar siswa kelas IV pada mata pelajaran matematika masih tergolong rendah karena pembelajaran yang bersifat abstrak dan konvensional dianggap kurang menarik oleh siswa. Penelitian ini bertujuan mengembangkan media pembelajaran etnomatematika "Rumah Adat Sasak, Samawa, Mbojo (Sasambo)" berbasis game edukasi Wordwall yang valid, praktis, dan efektif untuk meningkatkan motivasi belajar siswa kelas IV pada materi bangun datar. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), dengan subjek penelitian sebanyak 17 siswa kelas IV SDN 38 Cakranegara. Data dikumpulkan melalui angket validasi ahli, respon siswa dan guru, serta angket motivasi belajar. Analisis data dilakukan secara deskriptif kuantitatif. Hasil uji kevalidan menunjukkan persentase sebesar 90% dari ahli media dan 87,5% dari ahli materi yang dikategorikan sangat valid. Uji kepraktisan menunjukkan persentase respon guru sebesar 93% dan respon siswa sebesar 86% yang dikategorikan sangat praktis. Uji efektivitas menunjukkan persentase motivasi belajar siswa sebesar 88,8% yang dikategorikan sangat efektif. Secara keseluruhan, media pembelajaran etnomatematika berbasis game edukasi terbukti efektif meningkatkan motivasi belajar siswa sekaligus memperkenalkan kearifan lokal Nusa Tenggara Barat dalam pembelajaran matematika.
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