Pengembangan Media Pembelajaran Berbasis Game untuk Meningkatkan Motivasi dan Hasil Belajar pada Materi FPB dan KPK Siswa Sekolah Dasar

Authors

  • Christian Adhi Chandra Siagian UPT SPF SDN 101759 Tandam Hilir I

DOI:

https://doi.org/10.61253/cendekiawan.v5i3.1282

Keywords:

Educational Games, FPB and KPK, Learning Media, Learning Motivation, Learning Outcomes

Abstract

This research aims to develop game-based learning media on the material of the Greatest Common Factor (FPB) and the Least Common Multiple (KPK), as well as testing its feasibility and effectiveness in increasing the motivation and learning outcomes of elementary school students. This research uses a Research and Development (R&D) approach with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The test subjects consisted of fourth grade elementary school students who were selected using a purposive sampling technique. Data was collected through validation sheets from media experts and material experts, ARCS model learning motivation questionnaires (Attention, Relevance, Confidence, Satisfaction), as well as pretest-posttest learning outcomes tests. Data were analyzed quantitatively descriptively and with the N-Gain test. The research results show that game-based learning media is declared very suitable for use based on validation from media experts and material experts. Media has also been proven to be effective in increasing student learning motivation and improving student learning outcomes in FPB and KPK material in the medium to high N-Gain category. This research has the implication that game-based learning media can be an innovative alternative for teachers in teaching abstract mathematical concepts to make them more concrete, fun and meaningful for elementary school students.

References

Andika, N. L. P., Agustini, K., & Sudatha, I. G. W. (2025). Studi literatur review: Peran media game based learning terhadap pembelajaran. Didaktika: Jurnal Kependidikan, 14(1), 799–812. https://doi.org/10.58230/27454312.1645

Andriani, R., & Rasto. (2019). Motivasi belajar sebagai determinan hasil belajar siswa. Jurnal Pendidikan Manajemen Perkantoran, 4(1), 80–86.

Anggraini, D., Nurhayati, N., & Kusumaningrum, D. (2021). Penerapan media game-based learning untuk meningkatkan hasil belajar matematika siswa. Jurnal Pendidikan Matematika, 5(2), 123–130.

Ayun, N. Q., & Rahmawati, I. (2018). Pengembangan media interaktif Si Pontar berbasis aplikasi Android materi KPK dan FPB mata pelajaran matematika kelas IV Sekolah Dasar. Jurnal Penelitian Pendidikan Guru Sekolah Dasar.

Cahyono, A., Suryani, D., & Hidayat, T. (2024). Penggunaan media manipulatif dalam pembelajaran matematika di sekolah dasar. International Journal of Learning and Instruction Innovation, 5(1), 45–58.

Clark, R. C., & Lyons, C. (2019). Graphics for learning: Proven guidelines for planning, designing, and evaluating visuals in training materials. Wiley.

Khairunnisa, G. F., & Ilmi, Y. I. N. (2020). Media pembelajaran matematika konkret versus digital: Systematic literature review di era revolusi industri 4.0. Jurnal Tadris Matematika.

Sadiman, A. S. (2014). Media pendidikan: Pengertian, pengembangan, dan pemanfaatannya. Rajawali Pers.

Badriyah, L. (2018). Identifikasi kesulitan belajar matematika siswa kelas IV dalam menyelesaikan soal cerita materi Kelipatan Persekutuan Terkecil (KPK) dan Faktor Persekutuan Terbesar (FPB) di MI Hidayatul Mubtadi'in Satriyan Kanigoro (Skripsi). IAIN Tulungagung.

Khairiyah, U. (2019). Respon siswa terhadap media dakon matika materi KPK dan FPB pada siswa kelas IV di SD/MI Lamongan. Jurnal Studi Kependidikan dan Keislaman.

Komariah, K. (2020). Pengembangan media pembelajaran dakon bilangan pada pembelajaran matematika: Konsep FPB dan KPK siswa kelas IV Sekolah Dasar. Journal of Basic Education Research.

Mahartania, S. Q. G., Nuraini, N. L. S., & Ahdhianto, E. (2021). Pengembangan multimedia interaktif matematika berbasis Ispring materi FPB dan KPK untuk siswa kelas IV sekolah. Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan.

Pratiwi, I., & Shidiq, A. S. (2021). Validasi media pembelajaran matematika berbasis teknologi untuk meningkatkan motivasi belajar siswa. Jurnal Pendidikan Matematika, 13(2), 89–102.

Salbiah, A. O., Masruroh, A. A., & Chotimah, S. (2021). Analisis motivasi belajar siswa terhadap pembelajaran FPB dan KPK dengan menggunakan VBA for Excel. Jurnal Pembelajaran Matematika Inovatif, 4(4). https://doi.org/10.22460/jpmi.v4i4

Utami, A. D., & Witanto, Y. (2026). Pengembangan Media Jalur FPB-KPK berbasis floor game sebagai upaya meningkatkan hasil belajar materi FPB-KPK murid kelas V. PENDASI: Jurnal Pendidikan Dasar Indonesia, 10(1), 156–165.

Downloads

Published

2026-09-23

How to Cite

Siagian, C. A. C. (2026). Pengembangan Media Pembelajaran Berbasis Game untuk Meningkatkan Motivasi dan Hasil Belajar pada Materi FPB dan KPK Siswa Sekolah Dasar. Cendekiawan : Jurnal Pendidikan Dan Studi Keislaman, 5(3), 1093–1099. https://doi.org/10.61253/cendekiawan.v5i3.1282