Pengembangan Media Pembelajaran Permainan Monopoli Edukatif Berbasis Website Materi Kebugaran Jasmani pada Siswa Fase D Kelas VIII SMP
Abstract
The advancement of science and technology and 21st century education requiresinnovative learning media that integrates digital technology and games. However, the use of digital game-based learning media in physical education is still limited. This study was conducted with the aim of assessing the feasibility of a web-based monopoly game learning media that contains physical fitness material for eighth grade students at SMP Negeri 20 Malang. The method used was R&D or research and development through the adaptation of the ADDIE development model. The process involved physical fitness experts, learning experts, media experts, field practitioners (PJOK teachers), and students as a test group. The development stages included needs analysis, game concept development, prototype creation, expert assessment, and small and large group trials. The assessment results showed a very high level of feasibility: 97% based on physical fitness experts, 93% based on learning experts, 93% based on media experts, and 99% based on practitioner assessments. Meanwhile, the small group trial resulted in a score of 91%, and the large group trial resulted in a mean score of 93%, which is also considered very feasible. The resulting learning media is considered feasible for use as a supporting medium for physical education, especially physical fitness. The novelty of this research lies in the website-based monopoly game learning media for physical fitness material, which is in line with the development of digital technology in the field of education.
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References
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