Development of Monopoly Games on Organisms Classification Material at VII Grade to Increase Motivation Learning

Learning media that are less innovative and varied can result in reduced student learning motivation. One of the learning media that can be used is monopoly game. The research aims to determine the development, practicality, and effectiveness of the SIMAHI Monopoly game to increase learning motivation. This is development research with the ADDIE model which consists of analysis, design, development, implementation and evaluation. This research is a pre-experimental study with a one group pretest-posttest research design. Data collection was carried out by interviews and questionnaires. The data analysis used in this study was the prerequisite test (normality and homogeneity) and paired t-test. The results of this study indicate that the monopoly game is feasible to use with media validation of 80.88% and material validation of 93.85%, both of which are in the very valid category. For practicality the teacher gets 97.50% and students 85.98% including the very practical category. The SIMAHI monopoly game is effective for increasing learning motivation with a percentage of 11.19%. The results of the t-test show that there is a significant difference in average between students' learning motivation before and after using the SIMAHI Monopoly game learning media.

Authors

Institutions

Publication Details

Journal
Educational Researcher Journal
Published
2025-06-23
DOI
https://doi.org/10.71288/educationalresearcherjournal.v2i1.22
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Development of Monopoly Games on Organisms Classification Material at VII Grade to Increase Motivation Learning

Isnanik Juni Fitriyah, Wan Eka Yusi Saputri
Educational Researcher Journal
Educational Methods and Media Use
article

Development of Monopoly Games on Organisms Classification Material at VII Grade to Increase Motivation Learning

Isnanik Juni Fitriyah, Wan Eka Yusi Saputri
article en

Abstract

Learning media that are less innovative and varied can result in reduced student learning motivation. One of the learning media that can be used is monopoly game. The research aims to determine the development, practicality, and effectiveness of the SIMAHI Monopoly game to increase learning motivation. This is development research with the ADDIE model which consists of analysis, design, development, implementation and evaluation. This research is a pre-experimental study with a one group pretest-posttest research design. Data collection was carried out by interviews and questionnaires. The data analysis used in this study was the prerequisite test (normality and homogeneity) and paired t-test. The results of this study indicate that the monopoly game is feasible to use with media validation of 80.88% and material validation of 93.85%, both of which are in the very valid category. For practicality the teacher gets 97.50% and students 85.98% including the very practical category. The SIMAHI monopoly game is effective for increasing learning motivation with a percentage of 11.19%. The results of the t-test show that there is a significant difference in average between students' learning motivation before and after using the SIMAHI Monopoly game learning media.

Educational Researcher JournalVol. 2(2)
State University of Malang (ID)
Universitas Negeri Malang
Openalex Percentile: Top 72%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.