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Pengembangan Media Pembelajaran Matematika Board Game Guess the Number untuk Meningkatkan Kemampuan Berpikir Kritis Siswa SMP

Nurafifah, Rifda (2024) Pengembangan Media Pembelajaran Matematika Board Game Guess the Number untuk Meningkatkan Kemampuan Berpikir Kritis Siswa SMP. S1 thesis, Universitas Sultan Ageng Tirtayasa.

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Abstract

The aim of this research is to produce a valid, practical, and effective learning media in the form of a board game to enhance students' critical thinking skills. The research uses the 4D model, consisting of the define, design, development, and disseminate stages. It was conducted in one of the middle school in Serang, involving seventh-grade students (one class). The result of this research and development is a learning board game named "Guess the Number," which is considered valid, practical, and effective to improving students' critical thinking skills. The validity of the media is confirmed by teachers and lecturers, with a media validity percentage of 83.3% and material validity of 95%. The practicality of the media is confirmed by teachers and students, with a percentage of 86.8%. The effectiveness of the media, based on the n-gain score, is 0.682, with a percentage of 68,2% which was in the medium category with an effective interpretation.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorRafianti, Isna198804132023212039
Thesis advisorAnriani, Nurul198201192006042003
Additional Information: Tujuan dari penelitian ini adalah membuat produk berupa media pembelajaran board game yang valid, praktis, efektif, dan dapat digunakan untuk meningkatkan kemampuan berpikir kritis siswa. Penelitian ini menggunakan model 4D yang terdiri tahap Define, Design, Develop, dan Disseminate. Penelitian ini dilakukan di salah satu SMP di Kota Serang dengan melibatkan siswa kelas 7 (satu kelas). Hasil dari penelitian dan pengembangan ini berupa media pembelajaran board game yang diberi nama “Guess the Number” yang valid, praktis, efektif, dan dapat digunakan untuk meningkatkan kemampuan berpikir kritis siswa. Media tersebut dikatakan valid oleh guru dan dosen dengan persentase kevalidan media sebesar 83,3% dan kevalidan materi sebesar 94%. Media dinyatakan praktis oleh guru dan siswa dengan persentase 86,8%. Keekfetifan media berdasarkan skor n-gain memperoleh 0,682 dengan persentase 68,2% yang berada pada kategori sedang dengan tafsiran efektif.
Uncontrolled Keywords: Critical Thinking, Board Game, Learning Media Berpikir Kritis, Permainan Papan, Media Pembelajaran
Subjects: L Education > L Education (General)
Q Science > Q Science (General)
Q Science > QA Mathematics
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 84202-Jurusan Pendidikan Matematika
Depositing User: Rifda Nurafifah
Date Deposited: 24 Jun 2024 11:10
Last Modified: 24 Jun 2024 11:10
URI: http://eprints.untirta.ac.id/id/eprint/36491

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