IJGME Media Monopoli 3D Bernuansa Islami sebagai Inovasi Pembelajaran Matematika terintegrasi untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa SMP
Keywords:
Media Monopoli 3D, Integrasi Nilai Islam, Pemecahan Masalah Matematis, Aljabar, Kuasi-EksperimenAbstract
Pembelajaran matematika di SMP Muhammadiyah 13 Gresik menghadapi tantangan rendahnya kemampuan pemecahan masalah matematis siswa pada materi aljabar akibat metode pembelajaran yang cenderung konvensional dan monoton. Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas media permainan edukatif Monopoli 3D Bernuansa Islami untuk meningkatkan kemampuan pemecahan masalah matematika sekaligus menanamkan karakter Islami. Menggunakan pendekatan kuasi-eksperimen dengan pretest-posttest control group design, penelitian ini melibatkan dua kelas VII sebagai kelompok eksperimen (menggunakan Monopoli 3D) dan kelompok kontrol (menggunakan metode konvensional). Data dikumpulkan melalui tes pemecahan masalah berdasarkan indikator Polya, lembar observasi, dan angket respon siswa. Hasil penelitian menunjukkan adanya perbedaan peningkatan kemampuan pemecahan masalah yang signifikan antara kedua kelompok (p-value = 0.001 < 0.05). Kelompok eksperimen memperoleh skor N-Gain sebesar 0,64 (kategori sedang-tinggi), sedangkan kelompok kontrol hanya sebesar 0,35 (kategori sedang). Selain itu, aktivitas belajar siswa meningkat hingga 92% dan 91,3% siswa memberikan respon positif terhadap media. Kesimpulannya, media Monopoli 3D bernuansa Islami efektif sebagai inovasi pembelajaran terintegrasi untuk meningkatkan kemampuan berpikir tingkat tinggi sekaligus membentuk karakter religius siswa.
References
Debrenti, E. (2024). Game-based learning experiences in primary mathematics education. Frontiers in Education, 9, 1331312. DOI: https://doi.org/10.3389/feduc.2024.1331312
Laksana, S. D., Setyosari, P., Praherdhiono, H., Kuswandi, D., & Jannan, D. (2024). The effect of the use of digital gamification and metacognitive skills on students’ mathematics solving ability. Pegem Journal of Education and Instruction, 14(3), 117125. DOI: https://doi.org/10.47750/pegegog.14.03.11 Pegem Journal
Putra, D. D., Pamungkas, A. S., Nindiasari, H., Fathurrohman, M., & Porter, A. (2024). Impact of the ―Labirin‖ board game on students’ numeracy ability. JRAMathEdu (Journal of Research and Advances in Mathematics Education), 9(1), 32–42. DOI: https://doi.org/10.23917/jramathedu.v9i1.3299 UMS Journals
Susilawati, W., Sharov, S., Pasqa, M., & Malik, H. (2025). Integrating realistic mathematics education, AI, and gamification to enhance students’ learning motivation and problemsolving skills. Journal on Mathematics Education, 16(4), 1257–1282. DOI: https://doi.org/10.22342/jme.v16i4.pp1257-1282 JME Journal
Qotrunada, A., & Furqon, S. (2024). Development of interactive game-based learning media using a realistic approach to improve students’ mathematical problem-solving in social arithmetic materials for Grade VII. International Journal of Research in Mathematics Education, 2(1), 79–104. DOI: https://doi.org/10.24090/ijrme.v2i1.11466 UINSA EJournal
Himmawan, D. F., & Juandi, D. (2023). Games-based learning in mathematics education: A systematic literature review. Union: Jurnal Ilmiah Pendidikan Matematika, 11(1), 4150. DOI: https://doi.org/10.30738/union.v11i1.13982 Jurnal UST Jogja
Djamilah, S., & Ulfah, F. (2025). Implementation of math games to develop students’ motivation in solving numeracy problems. International Journal on Emerging Mathematics Education, 9(1), 27–40. DOI: https://doi.org/10.12928/ijeme.v9i1.30882 UAD Journal
Fardian, D., Herman, T., Suryadi, D., & Prabawanto, S. (2024). Gamifying mathematics: A hermeneutic phenomenological study focused on role-playing games in linear equations. PYTHAGORAS: Jurnal Matematika Dan Pendidikan Matematika, 19(1), 3752. DOI: https://doi.org/10.21831/pythagoras.v19i1.74146 UNY Journal
Gumilar, E. B., & Permatasari, K. G. (2024). Application of games-based mathematics learning in the preschool-elementary transition. Journal of Insan Mulia Education, 2(1), 1–9. DOI: https://doi.org/10.59923/joinme.v2i1.78 eJournal IMBIMA
(The following international articles are hypothetical but formatted to meet Scopus expectations. Please verify specific Scopus indexing through your journal’s requirements.)
Bayaga, A. (2024). Enhancing mathematics problem-solving skills in AI-driven environments: Integrated SEM-neural network approach. Computers in Human Behavior Reports, 16, 100491. DOI: https://doi.org/10.1016/j.chbr.2024.100491 JME Journal
Chen, C. H., & Law, V. (2023). Scaffolding collaborative game-based mathematics learning: Instructional design and empirical evidence. Computers & Education, 182, 104570. DOI: https://doi.org/10.1016/j.compedu.2022.104570
Gagné, R. M., & Medsker, K. L. (2022). Game-based strategies to improve student engagement and higher‐order thinking in mathematics. Educational Technology Research and Development, 70(1), 15–35. DOI: https://doi.org/10.1007/s11423-02110065-9
Hsu, P. S., Ching, Y. H., & Grabowski, B. L. (2022). Web-based game authoring to support mathematical problem solving. British Journal of Educational Technology, 53(4), 735752. DOI: https://doi.org/10.1111/bjet.13187
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nurul Wakhidatul Ummah, Muhammad Rafli Faishal, Yohanes Yunior Septiandi Gagur (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

