IMPLEMENTASI MATHOPOLY BERBASIS GAMIFIKASI UNTUK MENINGKATKAN KEMAMPUAN NUMERASI SISWA SMP PADA MATERI ARITMETIKA SOSIAL
DOI: https://doi.org/10.30605/xrzvwy85
Aritmetika Sosial, Gamifikasi, Mathopoly, Media Pembelajaran Matematika, Numerasi
Abstract
Kemampuan numerasi merupakan kompetensi penting dalam menerapkan konsep matematika untuk menyelesaikan permasalahan kontekstual. Penelitian ini bertujuan untuk menganalisis kemampuan numerasi siswa setelah implementasi Mathopoly berbasis gamifikasi serta mendeskripsikan keterlaksanaan pembelajaran, aktivitas siswa, dan respons siswa terhadap penggunaan media pada materi aritmetika sosial subbab untung dan rugi. Penelitian ini menggunakan pendekatan kuantitatif dengan analisis deskriptif dan rancangan One-Group Posttest-Only Design. Subjek penelitian terdiri atas 29 siswa kelas VII SMP Negeri 55 Surabaya yang dipilih secara purposive. Data dikumpulkan melalui tes kemampuan numerasi, observasi, dan angket, kemudian dianalisis menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa rata-rata kemampuan numerasi siswa sebesar 81,09 dengan standar deviasi 13,50 dan berada pada kategori baik. Sebanyak 62,07% siswa berada pada kategori baik dan sangat baik, sedangkan 58,62% siswa mencapai Kriteria Ketercapaian Tujuan Pembelajaran (KKTP) sebesar 80. Capaian indikator tertinggi terdapat pada kemampuan menggunakan angka dan simbol matematika dalam kehidupan sehari-hari sebesar 86,21%, sedangkan capaian terendah terdapat pada kemampuan menafsirkan hasil analisis untuk mengambil keputusan sebesar 75,52%. Keterlaksanaan pembelajaran, aktivitas siswa, dan respons siswa terhadap Mathopoly masing-masing mencapai 86%, 86,75%, dan 87,25% dengan kategori sangat baik. Temuan ini menunjukkan bahwa Mathopoly berbasis gamifikasi berpotensi menjadi alternatif media pembelajaran yang mendukung pembelajaran numerasi secara interaktif dan kontekstual.
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