DEVELOPMENT OF MONOPOLY BOARD GAMIFICATION MEDIA BASED ON PROJECT-BASED LEARNING TO IMPROVE MATHEMATICAL CONCEPT UNDERSTANDING
Abstract
This study aims to develop a gamification board monopoly media based on Project Based Learning (PjBL) to improve mathematical concept understanding of elementary school students on solid geometry material. This research and development used the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study was conducted at SDN Jatian 01 Jember with 25 fifth-grade students as subjects. The research instruments included material and media validation questionnaires using the Learning Object Review Instrument (LORI), a User Experience Questionnaire (UEQ) for teachers and students, and concept understanding tests (pretest–posttest). Results showed that the Polymath Space board monopoly media achieved a material validity score of 4.7 (95%, very valid) and media validity of 4.7 (93%, very valid). The UEQ practicality assessment from three teachers showed excellent ratings in attractiveness (2.06), efficiency (1.92), stimulation (2.00), and novelty (2.00). Students also rated the media positively, with excellent scores in clarity (2.07), appropriateness (2.02), stimulation (1.86), and novelty (2.04). The mean pretest score was 62.30 and posttest was 82.20. The Shapiro-Wilk normality test showed both data sets were normally distributed (sig. 0.620 and 0.697 > 0.05). The Levene homogeneity test indicated homogeneous variances (sig. 0.082 > 0.05). The paired sample t-test showed a significant improvement (sig. 0.000 < 0.05). The Cohen’s d effect size was 1.65 (large effect). Learning mastery based on KKM (score ≥ 75) reached 92%, categorized as very effective. This media is valid, practical, and effective in improving mathematical concept understanding.Keywords: board monopoly, concept understanding, gamification, Project Based Learning, solid geometry.
References
Azibah, Arifatul. (2025). Project Based Learning Berbantuan Aplikasi Augmented Reality Terhadap Pemahaman Konsep Dan Kecemasan Matematis Pada Materi Bangun Ruang Di Kelas V Sd. Universitas Islam Sultan Agung Semarang.
Branch, Robert Maribe, & Varank, İlhan. (2009). Instructional design: The ADDIE approach (Vol. 722). Springer.
Huang, Wendan, Li, Xiuhan, & Shang, Junjie. (2023). Gamified project-based learning: A systematic review of the research landscape. Sustainability, 15(2), 940.
Latief, Abdul, & Novalia, Niki. (2023). Improving fun learning in science subjects by using monopoly game media. Indonesian Journal of Education Research (IJoER), 4(3), 54–57.
Pratama, A. Yugo. (2020). Penerapan Model Pembelajaran Project Based Learning (PJBL) Menggunakan Bahan Ajar Gamifikasi untuk Meningkatkan Kemampuan Pemahaman Konsep Matematik Peserta Didik. Skripsi). Fakultas Tarbiyah Dan Keguruan Universitas Islam Negeri Raden Intan Lampung.
Pretorius, André. (2024). Gamification Elements in a Virtual Learning Environment (VLE): An Institutional Case Study. International Journal of Technology-Enhanced Education (IJTEE), 3(1), 1–18.
Rahayu, Ni Wayan Gita Widya, Suparta, I. N., & Parwati, N. N. (2022). Pengembangan Media Pembelajaran E-Komik Berorientasi Problem Based Learning Untuk Meningkatkan Pemahaman Konsep Aritmatika Sosial. Jurnal Teknologi Pembelajaran Indonesia, 12(1), 68–78.
Rosyadi, Alfiani Athma Putri, Wardani, Shafanda Setya, & Cholily, Yus Mochamad. (2025). Development of mathematical monopoly game to improve mathematical communication ability. Al-Jabar: Jurnal Pendidikan Matematika, 16(1).
Sa’adah, Noviana, Adzani, Muhammad Irwan, Fahmi, Lalu Ziyadatul, & Ruqoiyyah, Siti. (2024). Analisis Kesulitan Siswa Kelas 5 dalam Menyelesaikan Soal Cerita pada Materi Bangun Ruang di SDN 26 Mataram. AlIlm, 6(2), 10–18.
Copyright (c) 2026 EMTEKA

This work is licensed under a Creative Commons Attribution 4.0 International License.
EMTEKA: Jurnal Pendidikan Matematika provides open access to its content, promoting global knowledge exchange. All articles are freely available for reading and downloading. Under the CC-BY license, authors retain copyright but grant others permission to use the content, provided proper attribution is given. Users must cite the original source, including the author(s), EMTEKA: Jurnal Pendidikan Matematika as the publisher, publication year, volume, and DOI (if available).



