TANTUR: Permainan pada Materi Keliling dan Luas Bangun Datar Gabungan Kelas 4 Sekolah Dasar
Abstract
This development research uses the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluation) which aims to find out the development process of the TANTUR game on the material of the circumference and area of combined flat shapes in grade 4 elementary school and to determine the feasibility assessed from three aspects, namely validity, effectiveness, and practicality. The validity data was obtained through the validation results of media experts and material experts. Analysis of validation data resulted in a validity level of 90% in media validation with a very valid category and 94% in material validation with a very valid category. Effectiveness is reviewed from the results of students' pretests and posttests which are processed using the normality gain (N-gain) test. The n-gain result of 0.86 with a high or effective category is also characterized by a significant increase in pretest and posttest results. Practicality results were obtained through filling out teacher and student questionnaires which resulted in a percentage value of 96% and 93.04% respectively, both of which were in the very practical category. Based on the results of data analysis that has been obtained, it can be concluded that the TANTUR game is feasible to use in learning mathematics material on the circumference and area of combined flat shapes in grade 4 elementary school. The Implication of this research is to provide a variety of variations in the use of media in learning geometry in elementary schools.
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