PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK ELEKTRONIK BERBANTUAN GAMIFIKASI DENGAN PENDEKATAN PENDIDIKAN MATEMATIKA REALISTIK INDONESIA PADA MATERI PERBANDINGAN KELAS VII SMP

NUZUL IZZATI ULYA, . (2026) PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK ELEKTRONIK BERBANTUAN GAMIFIKASI DENGAN PENDEKATAN PENDIDIKAN MATEMATIKA REALISTIK INDONESIA PADA MATERI PERBANDINGAN KELAS VII SMP. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan E-LKPD berbantuan gamifikasi dengan pendekatan Pendidikan Matematika Realistik Indonesia (PMRI) pada materi perbandingan serta menguji tingkat kelayakannya. Penelitian ini menggunakan model pengembangan 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian terdiri atas dosen Program Studi Pendidikan Matematika Universitas Negeri Jakarta sebagai ahli materi dan bahasa serta ahli media, guru matematika sebagai validator praktisi, dan peserta didik kelas VII SMP. Data dikumpulkan melalui angket dan wawancara, kemudian dianalisis menggunakan metode embedded concurrent dengan mengintegrasikan data kuantitatif dari angket dan data kualitatif dari wawancara yang dikumpulkan secara bersamaan. Hasil validasi ahli materi dan bahasa memperoleh persentase sebesar 88,33%, sedangkan validasi ahli media memperoleh persentase sebesar 91,18%. Penilaian oleh praktisi guru menunjukkan persentase sebesar 96,85%. Selanjutnya, hasil uji coba kepada peserta didik memperoleh persentase sebesar 92,76% pada skala kecil dan 87,49% pada skala besar. Secara keseluruhan, E-LKPD berbantuan gamifikasi dengan pendekatan PMRI memperoleh rata-rata persentase kelayakan sebesar 91,32% dengan kategori sangat layak, sehingga dapat diimplementasikan sebagai media pembelajaran dalam materi perbandingan kelas VII SMP. ***** This study aims to develop gamification-based electronic worksheets using the Indonesian Realistic Mathematics Education (PMRI) approach for the topic of ratios and to test their feasibility. This study employs the 4D development model, which includes the Define, Design, Develop, and Disseminate stages. The research subjects consisted of lecturers from the Mathematics Education Study Program at Jakarta State University serving as subject matter and language experts as well as media experts; mathematics teachers acting as practitioner validators; and seventh-grade junior high school students. Data were collected through questionnaires and interviews, then analyzed using the embedded concurrent method by integrating quantitative data from the questionnaires and qualitative data from the interviews, which were collected simultaneously. The results of the subject matter and language expert validation yielded a percentage of 88.33%, while the media expert validation yielded a percentage of 91.18%. The assessment by teacher practitioners showed a percentage of 96.85%. Furthermore, the results of pilot testing with students yielded a percentage of 92.76% on a small scale and 87.49% on a large scale. Overall, the gamification-assisted E-LKPD using the PMRI approach achieved an average feasibility percentage of 91.32%, falling into the “highly feasible” category, and can therefore be implemented as a learning medium for the comparative studies curriculum in seventh-grade junior high school.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Aris Hadiyan Wijaksana, M.Pd. 2). Tiara Husnul Khotimah, S.Pd., M.Si.
Subjects: Sains > Matematika
Divisions: FMIPA > S1 Pendidikan Matematika
Depositing User: Nuzul Izzati Ulya .
Date Deposited: 19 Aug 2026 07:24
Last Modified: 19 Aug 2026 07:24
URI: http://repository.unj.ac.id/id/eprint/71910

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