UTILIZING SNAKES AND LADDERS MEDIA IN LEARNING MATHEMATIC ELEMENTARY SCHOOL STUDENTS

Authors

  • Ukhti Hanifah Tiarawati Universitas Muhammadiyah Surakarta
  • Sukartono

DOI:

https://doi.org/10.31949/jcp.v10i2.8858

Abstract

This research is motivated by the selection of learning methods that are not appropriate, resulting in a lack of interest in learning in students, especially in mathematics. The fact found in the field is that teachers in learning activities only use the lecture method, this causes the learning to feel very monotonous so that students feel bored and lack interest in learning. The purpose of this study was to describe the use of snakes and ladders media in learning math with length, weight, and time material in standard units in grade 2 in elementary school.  This research uses a qualitative approach with a case study design. This research data consists of primary data and secondary data. Data collection used interview, observation, and documentation techniques. Data validity used source triangulation and technique triangulation. Data analysis used the Miles and Huberman model which consists of data collection, data reduction, data presentation, and conclusion drawing. Based on the results of the study, it can be concluded that the use of snakes and ladders media in learning mathematics material on length, weight, and time in standard units can foster students' interest in learning. The selection of media in the form of a snakes and ladders game can foster students' interest in learning which is indicated by the interest, enthusiasm, and enthusiasm of students in playing the media and involving the active role of students so that learning is fun.

Keywords:

Mathematics learning, media, snakes and ladders

Downloads

Download data is not yet available.

References

Abdussamad, Z. (2021). Metode Penelitian Kualitatif (P. Rapanna (ed.); Pertama). Syakir Media Press.

Abramovich, S., Grinshpan, A. Z., & Milligan, D. L. (2019). Teaching Mathematics through Concept Motivation and Action Learning. International Journal of Mathematic And Mathematical Sciences, 2019.

Ahmad, F., & Mustika, D. (2021). Problematika Guru Dalam Menerapkan Media pada Pembelajaran Kelas Rendah di Sekolah Dasar. Jurnal Basicedu, 5(4), 2008–2014.

Ahmad, & Muslimah. (2021). Memahami Teknik Pengolahan dan Analisis Data Kualitatif. Journal PINCIS, 1(1), 173–186.

Alfansyur, A., & Mariyani. (2020). Seni Mengelola Data : Penerapan Triangulasi Teknik , Sumber Dan Waktu pada Penelitian Pendidikan Sosial. Historis: Jurnal Kajian, Penelitian & Pengembangan Pendidikan Sejarah 5(2), 146–150.

Anggraini, P. (2022). Pola pembelajaran efektif dalam meningkatkan kualitas pembelajaran pada anak usia dini. PINTU : Pusat Penjamin Mutu, 3(2).

Ariyanto, B., Chamidah, A., & Suryandari, S. (2020). Pengembangan Media Ular Tangga Terhadap Pembelajaran Matematika Materi Pecahan Sederhana Pada Siswa Sekolah Dasar. Trapsila: Jurnal Pendidikan Dasar, 2(01), 85. https://doi.org/10.30742/tpd.v2i01.917

Asip, M., Ina, N. M. I. K. R., Elisa, D. K., Ina, A., Purwanto, N., Owa, K., Mariyana, R., Yuniati, Y., & Sriasih, N. K. (2023). Pentingnya Alat Permainan Edukatif (Ape) Bagi Anak (M. Martini (ed.); Issue August). Media Sains Indonesia. https://doi.org/10.31219/osf.io/pbndj

Febrita, Y., & Ulfah, M. (n.d.). Peranan Media Pembelajaran Untuk Meningkatkan Motivasi Belajar Siswa. Jurnal Diskusi Panel Nasional Pendidikan Maematika, 0812(2019), 181–188.

Hasan, M., Milawati, Darodjat, Khairani, H., & Tahrim, T. (2021). Media Pembelajaran. In Tahta Media Group.

Ilhan, A. (2021). The Impact of Game-Based , Modeling , and Collaborative Learning Methods on the Achievements , Motivations , and Visual Mathematical Literacy Perceptions. Sage Journals. https://doi.org/10.1177/21582440211003567

Ilmiah, Ridfah, A., Dewi, E. M. P., & Makassar, U. N. (2022). Efektifitas Media Permainan Ular Tangga Pada Pembelajaran Matematika Trigonometri Untuk Meningkatkan Minat dan Motivasi Belajar Siswa. Jurnal Ilmiah Kajian Psikologi, November.

Junaedi, I. (2019). Proses pembelajaran yang efektif. Journal of Information System, Applied, Management, Accounting and Research, 3(2), 19–25.

Kangas, M., Siklander, P., Randolph, J., & Ruokamo, H. (2017). Teachers ’ engagement and students ’ satisfaction with a playful learning environment. Teaching and Teacher Education, 63, 274–284. https://doi.org/10.1016/j.tate.2016.12.018

Maisyarah, E., & Firman. (2019). Media Permainan Ular Tangga , Motivasi dan Hasil Belajar Peserta Didik. Jurnal Pendidikan, January.

Nurussofa, R., & Astuti, H. P. (2023). Pengembangan Media Pembelajaran Permainan Ular Tangga Untuk Meningkatkan Motivasi Belajar Matematika Siswa Sekolah Dasar. Jurnal Pembelajaran Dan Matematika Sigma (Jpms), 9(1), 22–28. https://doi.org/10.36987/jpms.v9i1.4183

Pratiwi, A. S., Tyas, A., Hardini, A., Kristen, U., & Wacana, S. (2022). Pengembangan Media Pembelajaran Berbasis Permainan Ular Tangga untuk Meningkatkan Motivasi Belajar Siswa dalam Mata Pelajaran IPA Kelas IV SD. Jurnal Ilmiah Ilmu Pendidikan, 5, 5682–5689.

Rifai, Y. S. (2023). Hubungan Bermain Game Online Dengan Minat Belajar Siswa Kelas IV SD Negeri Rejosari Natar Lampung Selatan. Universitas Islam Negeri.

Sabila, S., M, K. N. N., Ayunda, S. S., & Khasanah, N. (2021). Pengaplikasian Game Edukasi ( Ular Tangga ) untuk Meningkatkan Konsentrasi terhadap Minat Belajar Peserta Didik. SEMAI: Seminar Nasional PGMI, 499–518.

Saputri, S., Sabri, T., & Kartono, K. (2021). Analisis Keterampilan Guru Dalam Menggunakan Media Pada Pembelajaran Tematik Kelas V Sd. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa (JPPK), 11(1). https://doi.org/10.26418/jppk.v11i1.51767

Schiefele, U. (2017). Classroom management and mastery-oriented instruction as mediators of the effects of teacher motivation on student motivation. Teaching and Teacher Education, 64, 115–126. https://doi.org/10.1016/j.tate.2017.02.004

Shi, Y., & Shih, J. (2015). Game Factors and Game-Based Learning Design Model. International Journal of Computer Games Technology, 2015.

Siahaan, K. W. A., Sinaga, J., & Simanjuntak, M. (2020). Pengaruh Metode Think Phare and Share Dengan Alat Permainan Edukatif Ular Tangga Terhadap Motivasi Belajar Anak Sekolah Dasar (SD). Intelektiva: Jurnal Ekonomi, Sosial Dan Humaniora, 2(2), 1–10. https://www.jurnalintelektiva.com/index.php/jurnal/article/view/272

Sidiq, U., & Choiri, M. M. (2019). Metode Penelitian Kualitatif di Bidang Pendidikan. In A. Mujahidin (Ed.), Journal of Chemical Information and Modeling (Pertama, Vol. 53, Issue 9). CV Nata Karya

Sirotus, F., Rahmawati, F., Niawati, S., Atika, P., & Pandia, S. (2019). Perkembangan Kepribadian Anak Usia Sekolah Dasar di SDN Socah 2. Jurnal IKIP PGRI Bojonegoro, 2, 504–510.

Ucus, S. (2015). Elementary School Teachers ’ Views on Game -based Learning as a Teaching Method. Procedia - Social and Behavioral Sciences, 186, 401–409. https://doi.org/10.1016/j.sbspro.2015.04.216

Downloads

Abstract Views : 115
Downloads Count: 105

Published

2024-04-30

How to Cite

Ukhti Hanifah Tiarawati, & Sukartono. (2024). UTILIZING SNAKES AND LADDERS MEDIA IN LEARNING MATHEMATIC ELEMENTARY SCHOOL STUDENTS. Jurnal Cakrawala Pendas, 10(2), 296–306. https://doi.org/10.31949/jcp.v10i2.8858

Issue

Section

Articles