Inovasi Pembelajaran melalui Media Boardgame: Meningkatkan Motivasi Belajar Peserta Didik
DOI:
https://doi.org/10.31004/basicedu.v9i5.10044Keywords:
Media Edukatif, Aktifitas Belajar, Budaya Daerah, Motivasi Belajar, Pembelajaran AktifAbstract
Penelitian ini mengkaji efektivitas boardgame edukatif “Monopoli Aktivitas Ekonomi” yang mengintegrasikan kearifan lokal Malang seperti keripik tempe Sanan, apel Batu, batik Madangan dengan prinsip Culturally Responsive Teaching (CRT) untuk meningkatkan motivasi, partisipasi, dan pemahaman konsep ekonomi lokal. Subjek terdiri dari 29 peserta didik kelas 5 SDN Percobaan 1 Malang. Data dikumpulkan melalui observasi partisipasi, tes kognitif, rubrik psikomotorik, dan dokumentasi, kemudian dianalisis secara deskriptif statistik (persentase, rata?rata) serta analisis tematik terhadap catatan kualitatif. Keabsahan instrumen dijamin melalui triangulasi instrumen dan expert review oleh guru IPAS. Hasil menunjukkan 85?% peningkatan motivasi belajar, 72?% peserta didik memperoleh skor ??90 pada tes konsep, 90?% kategori “Baik–Sangat Baik” pada psikomotorik, serta peningkatan signifikan interaksi sosial dan kerja sama. Temuan ini menegaskan bahwa penggabungan budaya lokal dan CRT dalam game?based learning memfasilitasi pembelajaran aktif yang kontekstual dan dapat dijadikan model inovasi media pembelajaran di era Kurikulum Merdeka
References
Afifah, S. M. N., Pratama, A., Setyaningrum, A., & Mughni, R. M. (2023). Inovasi Media Pembelajaran untuk Mata Pelajaran IPAS. Semarang: Cahya Ghani Recovery.
Arsana, I. W. O. K., & Sujana, I. W. (2021). Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis Project Based Learning dalam Muatan Materi IPS. Jurnal Imiah Pendidikan Dan Pembelajaran. https://doi.org/10.23887/jipp.v5i1.32817
Barekat, N. A. (2023). The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student. International Journal of Elementary Education. https://doi.org/10.11648/j.ijeedu.20231203.13
Daniels, H. (2016). Vygotsky and Pedagogy. Vygotsky and Pedagogy. https://doi.org/10.4324/9781315617602
Erlitasari, N. D., & Dewi, U. (2016). Pengembangan Media Board Game Garis Bilangan Materi Bilangan Bulat Mata Pelajaran Matematika Kelas IV SDN Ngampelsari Candi Sidoarjo. Jurnal Universitas Negeri Surabaya, 1–12.
Gay, G. (2018). Culturally Responsive Teaching: Theory, Research, and Practice. Third Edition. Multicultural Education Series. Teachers College Press.
Kolb, D. A. (2015). Experiential learning: Experience as the Source of Learning and Development, Second Edition. Pearson FT Press.
Ladson-Billings, G. (2014). Culturally Relevant Pedagogy 2.0: A.k.a. The Remix. Harvard Educational Review. https://doi.org/10.17763/haer.84.1.p2rj131485484751
Lee, S. (2023). 8 Statistical Insights on Educational Game Development’s Impact in Education. Retrieved July 6, 2025, from https://www.numberanalytics.com/blog/8-statistical-insights-educational-game-development
Lin, Y. L., Huang, S. W., & Chang, C. C. (2019). The Impacts of a Marine Science Board Game on Motivation, Interest, and Achievement in Marine Science Learning. Journal of Baltic Science Education, 18(6), 907–923.
Mercer, N. (2017). The Guided Construction of Knowledge. The Guided Construction of Knowledge. London: Routledge. https://doi.org/10.21832/9781800418288
Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment. Simulation and Gaming, 55(4). https://doi.org/10.1177/10468781241237389
Mulyasa, E. (2023). Implementasi Kurikulum Merdeka. Jakarta: PT Bumi Aksara.
Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9). https://doi.org/10.3390/computers12090177
Ningrum, S. S. (2016). Pengembangan Media Visual Papan Permainan pada Materi Bentuk Aljabar Mata Pelajaran Matematika Kelas VII SMP Siti Aminah Surabaya. Journal UNS, 1–6.
Nurfaizah, N., Maksum, A., & Wardhani, P. A. (2021). Pengembangan Board Game untuk Meningkatkan Minat Belajar Siswa Kelas IV SD. Jurnal Pembahsi (Pembelajaran Bahasa Dan Sastra Indonesia), 14(2), 156–162. https://doi.org/10.31851/pembahsi.v14i2.16032
Pangarkar, T. (2025). Game-based Learning Statistics 2025 By Fun Way to Grow. Retrieved July 6, 2025, from https://scoop.market.us/game-based-learning-statistics
Peraturan Pemerintah Indonesia Nomor 20 Tahun 2003. Undang-Undang RI No. 20 Tahun 2003 tentang Sistem Pendidikan Nasional, Permen Indonesia. (2003). https://doi.org/10.24967/ekombis.v2i1.48
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4). https://doi.org/10.1080/00461520.2015.1122533
Prince, M. (2004). Does Active Learning Work? A Review of The Research. Journal of Engineering Education. https://doi.org/10.1002/j.2168-9830.2004.tb00809.x
Rahman, E. S., Sari, T. T., & Meita, N. M. (2020). Pengembangan Buku Saku Tematik SD Berbasis Kearifan Budaya Lokal. Alpen: Jurnal Pendidikan Dasar. https://doi.org/10.24929/alpen.v3i2.28
Ryan, R. M., & Deci, E. L. (2017). Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. https://doi.org/10.1521/978.14625/28806
Savery, J. R. (2015). Overview OF Problaem-Base Learning: Definitions and Distinctions. Essential Reading In Problame Based Larning, 1(1).
Siregar, D. S., & Ananda, R. (2023). Pengembangan Media Pembelajaran Board Game Matematika Ular Tangga untuk Siswa Tunarungu. Jurnal Cendekia?: Jurnal Pendidikan Matematika, 7(2), 1924–1935. https://doi.org/10.31004/cendekia.v7i2.2340
Susanto, A. (2014). Pengembangan Pembelajaran IPS di Sekolah Dasar. Jakarta: Prenadamedia Group.
UNESCO. (2023). Technology in Education - 2023 GEM Report. Retrieved July 6, 2025, from https://gem-report-2023.unesco.org/technology-in-education/
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2025 Yustina Ayu Wulandari, Esti Untari, Dwi Windari

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).