PENGGUNAAN LABIRIN; THE BOARD GAME TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA SMK DITINJAU DARI KEMAMPUAN AWAL MATEMATIKA
https://doi.org/10.30605/pedagogy.v10i4.7240
Keywords:
Labirin; The Board Game, kemampuan pemecahan masalah matematis, kemampuan awal matematika, pembelajaran matematika, siswa SMKAbstract
Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan Labirin; The Board Game terhadap kemampuan pemecahan masalah matematis siswa SMK dengan mempertimbangkan kemampuan awal matematika. Penelitian dilaksanakan di SMKS Al Husna tahun pelajaran 2025/2026 dengan metode kuasi eksperimen menggunakan desain nonequivalent control group design. Subjek penelitian terdiri atas dua kelas, yaitu kelas eksperimen yang belajar menggunakan Labirin; The Board Game dan kelas kontrol yang belajar tanpa media tersebut, masing-masing berjumlah 30 siswa. Instrumen penelitian meliputi tes kemampuan pemecahan masalah matematis, angket kemampuan awal matematika (KAM), dan pedoman wawancara. Analisis data dilakukan melalui uji normalitas, homogenitas, uji t, dan ANAVA dua jalur, disertai analisis kualitatif hasil wawancara. Hasil penelitian menunjukkan adanya perbedaan signifikan antara kemampuan pemecahan masalah matematis siswa yang menggunakan Labirin; The Board Game dengan siswa yang belajar tidak menggunakan Labirin; The Board Game. Kemampuan awal matematika juga berpengaruh signifikan terhadap hasil belajar, dan terdapat interaksi antara media pembelajaran dan kemampuan awal. Wawancara mengungkap bahwa siswa berkemampuan awal tinggi dan sedang lebih reflektif dalam berpikir, sedangkan siswa berkemampuan rendah mengalami peningkatan motivasi dan partisipasi. Secara keseluruhan, Labirin; The Board Game efektif meningkatkan kemampuan pemecahan masalah matematis dan menciptakan pembelajaran aktif, kolaboratif, serta menyenangkan.
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