Pengembangan Media Pembelajaran Monopoli Edukatif untuk Meningkatkan Pemahaman Sumbu Filosofi Yogyakarta pada Peserta Didik SMA
Abstract
Penelitian ini bertujuan mengembangkan media pembelajaran berbasis permainan monopoli edukatif sebagai sarana meningkatkan pemahaman peserta didik SMA terhadap Sumbu Filosofi Yogyakarta. Rendahnya pemahaman generasi muda tentang warisan budaya lokal, khususnya Sumbu Filosofi sebagai warisan budaya tak benda UNESCO, mendorong perlunya inovasi media pembelajaran yang interaktif dan menyenangkan. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian adalah 36 peserta didik kelas XE1 SMAN 1 Yogyakarta. Instrumen pengumpulan data meliputi lembar validasi ahli, angket kepuasan, serta soal pre-test dan post-test. Analisis data menggunakan uji N-Gain dan Paired Sample T-Test. Hasil validasi ahli materi dan ahli media masing-masing memperoleh skor rata-rata 4,50 (kategori Sangat Layak). Rata-rata N-Gain sebesar 0,729 (72,9%) termasuk dalam kategori Tinggi, dengan 69,44% peserta didik mencapai N-Gain kategori tinggi. Uji Paired Sample T-Test menghasilkan t-hitung = 9,979 > t-tabel = 2,030 (p < 0,001), yang menunjukkan terdapat peningkatan pemahaman yang signifikan sebelum dan sesudah penggunaan media. Dengan demikian, media pembelajaran monopoli edukatif layak dan efektif digunakan sebagai sarana pembelajaran Sumbu Filosofi Yogyakarta di tingkat SMA.
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References
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