Gold Open Access
Development of Learning Media CATMOD Board (CHESSA MODIFICATION) on Straight Line Equation (PGL) Material for Class VIII SMP Nurul Imam
(1) University of PGRI Argopuro Jember, Indonesia
(2) University of PGRI Argopuro Jember, Indonesia
(3) University of PGRI Argopuro Jember, Indonesia
AbstractOne of the activities that helps the teaching and learning process (KBM) is the process of providing interesting practice questions, one of which is with educational games. This research is development research that aims to produce valid, effective, and practical learning media. This research is development research, or research and development (R&D), with the ADDIE development model, which consists of analysis, design, development, implementation, and evaluation. The resulting product is CATMOD (Modified Chess), a medium that is basically chess, then designed to be used as a learning medium, especially for linear equation material. CATMOD has been declared valid from the material aspect and the learning media aspect with consecutive scores of "4.33" and "4.14," both of which are included in the valid category. CATMOD has been tested on class VIII A Nurul Imam Randuagung students and produced a practicality index of use of "2.7," which is included in the good category. Furthermore, the posttest test with an average of 90.2 showed that there was an increase in student learning outcomes from before and after using the media. Based on these three results, it can be concluded that this medium is valid, practical, and effective. KeywordsADDIE; Learning Media; CATMOD Board.
|
Article DOIDOI: https://doi.org/10.33122/ijtmer.v8i2.398 |
|
Article Metrics Abstract views : 34
|
Article PagesPages: |
References
Alfiyani, A. HD & Darmawan, D. (2023). The Influence Of Classroom Management And The Use Of Learning Media On Increasing Student Learning Motivation. Hikmah, 20(2), e-ISSN: 2720-9040. 372-382.
Apreasta, D., Fitriyani, R., & Wahyuni, L. (2024). Pengembangan media papan catur perkalian pada mata pelajaran matematika siswa kelas II sekolah dasar. Jurnal Inovasi Pendidikan Dasar, 8(1), 45–52.
Cahyaningrum, I. (2015). Permainan edukatif sebagai sarana pembelajaran menyenangkan di sekolah dasar. Yogyakarta: Media Akademi.
Dwita & Fitria. (2017). Pengembangan Lembar Kegiatan Peserta Didik (Lkpd) Bermuatan Pendidikan Karakter Dengan Pendekatan Saintifik Pada Materi Jamur Untuk Siswa SMA Kelas X Mia. 1-7.
Halimatusyadiyah, N., Anasya, S. W., and Pajri, A. (2022). The Effectiveness Of The Project Based Learning Model In The Independent Learning Curriculum. Jurnal Kewarganegaraan 6(2), E-ISSN: 2723-2328. 4836-4844.
Hasbi, Farhan Aditya. (2021). Pengembangan Media Papan Catur Digital untuk Materi Bangun Ruang Kelas VI Sekolah Dasar. Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan 12(1). 962-967.
Jasmaniah, Nurhayati, and Zuhra, F. (2024). Game-Based Learning Model with A Culturally Responsive Teaching Approach to Enhance Student’ Motivation in Learning Mathematics. Jurnal Ilmiah Sekolah Dasar, 8(4), E-ISSN: 2549-6174. 708-717. https://doi.org/10.23887/jisd.v8i4.86595
Kusmanto, Hadi. (2024). Pengembangan Multimedia Matematika Interaktif untuk Menumbuhkembangkan Kemampuan Penalaran Matematik (Mathematical Resasoning) Siswa Sekolah Dasar. Al Ibtida: Jurnal Pendidikan Guru MI, 1(1).
Malik, F. A. (2024). Analysis of Students' Creative Thinking Skills in Mathematics Learning with The Application of Ethnomathematics of Batik Sendang. Jurnal Cendekia: Jurnal Pendidikan Matematika, E-ISSN: 2579-9258, Volume 09(01), 122-136. https://doi.org/10.31004/cendekia.v9i1.3720.
Nurilla, J. & Susanah. (2022). High School Students’ Generalization Viewed From Logical Mathematical Intelligence. MATHEdunesa Jurnal Ilmiah Pendidikan Matematika, Volume 11(1) 2022, ISSN 2301-9085, 111-120.
Nurjaman. (2024). Penerapan Media Papan Catur terhadap Hasil Belajar Matematika Siswa di Sekolah Dasar. Jurnal Educatio FKIP UNMA, 10(4).
Panjaitan, Candra, A., and Panggabean, S. (2020). Upaya Meningkatkan Motivasi Belajar Matematika Dengan Model Team Games Turnamen (TGT) Menggunakan Pemecahan Soal Berkonteks Cerita Rakyat SUMUT Di Kelas V SD. MES: Journal of Mathematics Education and Science 5(2). 8-17.
Prasetyo, Fajar, M. and Prihatnani, E. (2018). Pengembangan permainan monomath pada materi persamaan garis lurus bagi siswa kelas VIII SMP Negeri 10 Salatiga. MAJU: Jurnal Ilmiah Pendidikan Matematika, 5(1).
Rochmad. (2012). Desain model pengembangan perangkat pembelajaran matematika. Kreano Jurnal Matematika Kreatif-Inovatif 3(1). 59-72.
Salabi, Ahmad. (2016). Konsepsi manajemen kelas: masalah dan pemecahannya. Jurnal Tarbiyah (Jurnal Ilmiah Kependidikan) 5(2). 69-78.
Saputra, A. B. (2018). Pengembangan Media Pembelajaran dilengkapi Teka-Teki Silang Berbasis Flash pada Materi Sistem Gerak Manusia Kelas Xi SMA/MA (Doctoral dissertation, UIN Raden Intan Lampung).
Sugianto, H. (2023). Game-Based Learning in Enhancing Learning Motivation. International Journal of Instructional Technology (IJIT), 02(01), E-ISSN: 2828-9145. 22-33. http://doi.org/10.15408/ijit.vxix.xxxx.
Sugiyono & Kamal, M. (2019). Research And Development (R&D). Al-Afkar: Manajemen pendidikan Islam, 7(2). 1-22.
Sulisawati, Dwi Noviani, and Frida Murtinasari. (2018). Modifikasi Kartu UNO Sebagai Media Pembelajaran Bangun Datar Untuk Meningkatkan Pemahaman Siswa. Laplace: Jurnal Pendidikan Matematika 1(2). 101-110.
Syahid, et al. (2024). Model ADDIE dan assure dalam pengembangan media pembelajaran. Journal of International Multidisciplinary. https://journal. banjaresepacific. com/index. php/jimr.
Tampilang, N. K., & Pangemanan, M. (2024). Penerapan permainan catur dalam pembelajaran matematika. Jurnal Inovasi Pendidikan Matematika, 9(2), 233–239.
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Muhammad Fadli, Dwi Noviani Sulisawati, Nur Hidayatin



Abstract views : 34
