EFEKTIVITAS MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) MELALUI GAME EDUKASI TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA

This study aims to determine the effectiveness of the Project Based Learning (PjBL) learning model through the educational game media snakes and ladders on students' mathematical problem-solving abilities. The background of this national research is based on the low mathematical problem-solving abilities of students as shown by international data, as well as the still dominant use of conventional learning methods that do not actively involve students. This study uses a quantitative approach with a quasi-experimental method and a Nonequivalent Pretest-Posttest Control Group Design. The subjects of the study were grade VIII students at SMP Negeri 7 Kuningan in the 2024/2025 academic year, with samples consisting of two classes: an experimental class using the PjBL model through educational games, and a control class using conventional learning. Data were collected through pretest and posttest tests and student response questionnaires. The results showed that there was no significant difference in initial abilities between the two classes. However, after the treatment, there was a significant difference in the posttest results and an increase in the N-Gain score of mathematical problem solving ability between the experimental and control classes, which were analyzed using the Mann Whitney U non-parametric test. In addition, the results of the questionnaire showed that students gave a positive response to learning with the PjBL model through the snake and ladder educational game, with an average percentage of 75.025% in the high category. Thus, it can be concluded that the PjBL model through educational games is effective in improving students' mathematical problem solving abilities and is able to create a fun and interactive learning atmosphere.

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Publication Details

Journal
Symmetry Pasundan Journal of Research in Mathematics Learning and Education
Published
2025-06-30
DOI
https://doi.org/10.23969/symmetry.v10i1.29621
Primary Topic
STEM Education
Type
article
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article

EFEKTIVITAS MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) MELALUI GAME EDUKASI TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA

Yulisnawati Yulisnawati
Symmetry Pasundan Journal of Research in Mathematics Learning and Education
STEM Education
article

EFEKTIVITAS MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) MELALUI GAME EDUKASI TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA

Yulisnawati Yulisnawati
article en

Abstract

This study aims to determine the effectiveness of the Project Based Learning (PjBL) learning model through the educational game media snakes and ladders on students' mathematical problem-solving abilities. The background of this national research is based on the low mathematical problem-solving abilities of students as shown by international data, as well as the still dominant use of conventional learning methods that do not actively involve students. This study uses a quantitative approach with a quasi-experimental method and a Nonequivalent Pretest-Posttest Control Group Design. The subjects of the study were grade VIII students at SMP Negeri 7 Kuningan in the 2024/2025 academic year, with samples consisting of two classes: an experimental class using the PjBL model through educational games, and a control class using conventional learning. Data were collected through pretest and posttest tests and student response questionnaires. The results showed that there was no significant difference in initial abilities between the two classes. However, after the treatment, there was a significant difference in the posttest results and an increase in the N-Gain score of mathematical problem solving ability between the experimental and control classes, which were analyzed using the Mann Whitney U non-parametric test. In addition, the results of the questionnaire showed that students gave a positive response to learning with the PjBL model through the snake and ladder educational game, with an average percentage of 75.025% in the high category. Thus, it can be concluded that the PjBL model through educational games is effective in improving students' mathematical problem solving abilities and is able to create a fun and interactive learning atmosphere.

Symmetry Pasundan Journal of Research in Mathematics Learning and EducationVol. 10(1)
Universitas Kuningan (ID), Universitas Muhammadiyah Kuningan
Openalex Percentile: Top 79%
STEM Education
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