%0 Thesis %9 S1 %A FAUJI, HASAN %A UNIVERSITAS SULTAN AGENG TIRTAYASA, %A FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN, %A JURUSAN PENDIDIKAN MATEMATIKA, %B PENDIDIKAN MATEMATIKA %D 2025 %F eprintuntirta:50683 %I UNIVERSITAS SULTAN AGENG TIRTAYASA %K Numeracy Skills, Labyrinth The Board Game, Student Perception Kemampuan Numerasi, Labirin The Board Game, Persepsi Siswa %P 282 %T PENGARUH PENGGUNAAN PAPAN PERMAINAN LABIRIN THE BOARD GAME TERHADAP KEMAMPUAN NUMERASI SISWA %U https://eprints.untirta.ac.id/50683/ %X Students' numeracy skills in Indonesia are still low, as reflected in the PISA 2022 results. This study aims to determine the effect of using Labirin The Board Game learning media on students' numeracy skills and to determine students' perceptions of its use at Shohibul Barokah Junior High School. The research method used was quasi-experiment with nonequivalent control group design on grade VII students, where the experimental class used Labirin The Board Game and the control class used Problem-Based Learning model based on LKPD. The research instruments consisted of numeracy tests (essay questions) and student perception questionnaires. Data were analyzed descriptively and inferentially using the Mann-Whitney U test. The results showed an increase in the average posttest score in the experimental class (2.57) compared to the control class (1.70), although the Mann-Whitney U test showed a statistically insignificant difference (Sig. 1-tailed 0.173 > 0.05). However, descriptively, the use of Labyrinth The Board Game showed positive potential. Students' perception of the use of Labyrinth The Board Game was very positive, with the highest percentage in the indicator of students' response to the media (86%). It was concluded that Labirin The Board Game had a positive practical impact on improving numeracy skills and received very good responses from students. %Z Kemampuan numerasi siswa di Indonesia masih tergolong rendah, tercermin dari hasil PISA 2022. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran Papan Permainan Labirin The Board Game terhadap kemampuan numerasi siswa dan mengetahui persepsi siswa terhadap penggunaannya di SMP Shohibul Barokah. Metode penelitian yang digunakan adalah kuasi-eksperimen dengan desain nonequivalent control group pada siswa kelas VII, di mana kelas eksperimen menggunakan Labirin The Board Game dan kelas kontrol menggunakan model Problem-Based Learning berbasis LKPD. Instrumen penelitian terdiri dari tes kemampuan numerasi (soal esai) dan angket persepsi siswa. Data dianalisis secara deskriptif dan inferensial menggunakan uji Mann-Whitney U. Hasil penelitian menunjukkan adanya peningkatan rata-rata nilai posttest pada kelas eksperimen (2,57) dibandingkan kelas kontrol (1,70), meskipun uji Mann-Whitney U menunjukkan perbedaan yang tidak signifikan secara statistik (Sig. 1-tailed 0,173 > 0,05). Namun, secara deskriptif, penggunaan Labirin The Board Game menunjukkan potensi positif. Persepsi siswa terhadap penggunaan Labirin The Board Game sangat positif, dengan persentase tertinggi pada indikator respons siswa terhadap media (86%). Disimpulkan bahwa Labirin The Board Game memberikan dampak positif secara praktis terhadap peningkatan kemampuan numerasi dan mendapatkan respons sangat baik dari siswa.