PENGEMBANGAN MEDIA DAKOTA (DAKON MATEMATIKA) DIGITAL PADA MATERI KPK DAN FPB UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAM KONSEP SISWA SD

Dita Dinar Rafidah, - (2025) PENGEMBANGAN MEDIA DAKOTA (DAKON MATEMATIKA) DIGITAL PADA MATERI KPK DAN FPB UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAM KONSEP SISWA SD. S1 thesis, Universitas Pendidikan Indonesia.

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran Dakota (Dakon Matematika) berbasis digital pada materi KPK dan FPB kelas V SD serta menganalisis kelayakan, respon pengguna, dan efektivitasnya dalam meningkatkan pemahaman konsep siswa. Berdasarkan hasil observasi, masih banyak siswa yang kesulitan memahami konsep KPK dan FPB. Hal ini disebabkan oleh beberapa faktor, antara lain kurangnya media pembelajaran yang menarik dan interaktif. Media Dakota dipilih karena merupakan modifikasi permainan tradisional yang dapat diadaptasi menjadi media pembelajaran matematika. Penelitian ini menggunakan metode Desain and Development (D&D). Menggunakan prosedur Penelitian ADDIE (Analyze, Design, Development, Implementation and Evaluation), Penelitian menggunakan istrumen observasi, wawancara dan angket. Ada beberapa angket dari penelitian ini, yaitu anget untuk penilaian validasi ahli materi, ahli media, respon guru, dan respon siswa. Hasil penelitian menunjukkan bahwa media Dakota berbasis digital tidak hanya layak digunakan dalam pembelajaran matematika, tetapi juga efektif dalam meningkatkan pemahaman konsep siswa. Pengujian yang dilakukan melibatkan validasi oleh ahli media dan ahli materi, serta uji coba kepada siswa dan guru. Respon positif dari siswa menunjukkan bahwa media ini mampu meningkatkan motivasi belajar, mempermudah pemahaman konsep KPK dan FPB, serta memberikan pengalaman belajar yang lebih menarik dibandingkan metode konvensional. Selain itu, guru juga mengapresiasi media ini sebagai alat bantu yang mendukung proses pembelajaran secara kreatif dan efisien. Media Dakota berbasis digital menawarkan berbagai keunggulan, termasuk fleksibilitas waktu dan tempat belajar, kemampuan untuk memberikan visualisasi konsep abstrak secara konkrit, serta interaktivitas yang mendorong keterlibatan aktif siswa. Dengan demikian, media ini diharapkan dapat menjadi solusi atas permasalahan pembelajaran matematika yang selama ini dianggap sulit dan kurang menarik oleh siswa. Penelitian ini juga memberikan kontribusi terhadap pengembangan media pembelajaran berbasis teknologi digital yang relevan dengan kebutuhan pendidikan di era revolusi industri 4.0. ---------- This study aims to develop digital-based Dakota (Dakon Mathematics) learning media on the material of the Least Common Multiple and Greatest Common Factor of grade V elementary school and analyze its feasibility, user response, and effectiveness in improving students' concept understanding. Based on observations, there are still many students who have difficulty understanding the concepts of Least Common Multiple and Greatest Common Factor. This is caused by several factors, including the lack of interesting and interactive learning media. Dakota media was chosen because it is a modification of traditional games that can be adapted into mathematics learning media. This research uses the Design and Development (D&D) method. Using the ADDIE Research procedure (Analyze, Design, Development, Implementation and Evaluation), the research used observation, interview and questionnaire instruments. There are several questionnaires from this study, namely anget for validation assessment of material experts, media experts, teacher responses, and student responses. The results showed that digital-based Dakota media has an attractive design and is easy to use. Teacher and student responses to this media are very positive. In addition, the test results show that the use of Dakota media can improve students' understanding of the concepts of Least Common Multiple and Greatest Common Factor. The development of digital-based Dakota media is proven to be effective in improving the understanding of the concepts of Least Common Multiple and Greatest Common Factor in grade V elementary school students. Therefore, this media can be used as one of the media that helps students understand concepts in the math learning process. Digital-based Dakota media offers various advantages, including flexibility of learning time and place, the ability to provide concrete visualization of abstract concepts, and interactivity that encourages active student involvement. Thus, this media is expected to be a solution to the problem of learning mathematics which has been considered difficult and less interesting by students. This research also contributes to the development of digital technology-based learning media that is relevant to the needs of education in the era of the industrial revolution 4.0.

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Official URL: http://repository.upi.edu
Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?user=7GlDM5cAAAAJ&hl=en SINTAID : 5989944
Uncontrolled Keywords: Media pembelajaran, Dakota KPK dan FPB, Pemahaman Konsep, Learning media, Dakota Least Common Multiple and Greatest Common Factor, Concept Understanding.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: UPI Kampus cibiru > PGSD UPI Kampus cibiru
Depositing User: Dita Dinar Rafidah
Date Deposited: 10 Feb 2025 01:54
Last Modified: 10 Feb 2025 01:54
URI: http://repository.upi.edu/id/eprint/129970

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