PENGEMBANGAN PERMAINAN ULAR TANGGA DIGITAL BERBANTUAN GENIALLY TERHADAP PEMAHAMAN MATEMATIS SISWA SMP
DOI:
https://doi.org/10.51878/edutech.v6i3.14383Abstract
Junior high school students' mathematical concept understanding of Systems of Linear Equations in Two Variables (SPLDV) remains relatively low, partly due to the limited use of interactive learning media. This study aimed to develop a Genially-assisted digital snakes-and-ladders learning medium called Snake Math Go and to determine its validity, practicality, and the improvement in students' mathematical concept understanding after using the medium. This study employed a Research and Development (R&D) approach using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The subjects consisted of one material expert, one media expert, one teacher, and 24 eighth-grade students of SMP Benteng Gading. Data were collected through expert validation questionnaires, user response questionnaires, and mathematical concept understanding tests administered as pretest and posttest. The results showed that the developed medium obtained validation percentages of 83% from the material expert and 86% from the media expert, indicating a highly valid category. Teacher and student responses each reached 88%, indicating a highly practical category. The test results showed an increase in the students' mean score from 25.74 on the pretest to 69.20 on the posttest, with an N-Gain score of 0.58, which was categorized as moderate. Thus, the use of Snake Math Go was associated with an improvement in students' mathematical concept understanding of SPLDV, although the improvement did not reach the high category. The medium can serve as an alternative interactive mathematics learning medium, while its findings should be interpreted within the limitation of the study design, which did not include a comparison group.
ABSTRAK
Pemahaman matematis siswa SMP pada materi Sistem Persamaan Linear Dua Variabel (SPLDV) masih tergolong rendah, salah satunya dipengaruhi oleh keterbatasan penggunaan media pembelajaran yang interaktif. Penelitian ini bertujuan mengembangkan media pembelajaran berupa permainan ular tangga digital berbantuan Genially bernama Snake Math Go serta mengetahui tingkat kevalidan, kepraktisan, dan peningkatan pemahaman matematis siswa setelah menggunakan media tersebut. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Subjek penelitian terdiri atas satu ahli materi, satu ahli media, satu guru, dan 24 siswa kelas VIII SMP Benteng Gading. Data dikumpulkan melalui angket validasi ahli, angket respons pengguna, serta tes pemahaman matematis berupa pretest dan posttest. Hasil penelitian menunjukkan bahwa media memperoleh persentase validasi sebesar 83% dari ahli materi dan 86% dari ahli media, sehingga termasuk kategori sangat valid. Respons guru dan siswa masing-masing memperoleh persentase sebesar 88% dan termasuk kategori sangat praktis. Hasil tes menunjukkan peningkatan rata-rata skor dari 25,74 pada pretest menjadi 69,20 pada posttest, dengan nilai N-Gain sebesar 0,58 yang termasuk kategori sedang. Dengan demikian, penggunaan Snake Math Go menunjukkan adanya peningkatan pemahaman matematis siswa pada materi SPLDV, meskipun peningkatannya belum mencapai kategori tinggi. Media ini dapat menjadi salah satu alternatif media pembelajaran matematika interaktif, dengan mempertimbangkan keterbatasan desain penelitian yang tidak menggunakan kelompok pembanding.
Downloads
References
Akbar, M. N., Ikhsan, M., & Zubainur, C. M. (2020). Uji fungsionalitas media pembelajaran game platform berbasis web pada materi eksponen. Jurnal Didaktik Matematika, 7(1), 79–88. https://garuda.kemdiktisaintek.go.id/documents/detail/2374938
Amalia, Z., Sudirman, S., & Chandra, T. D. (2023). Proses pemodelan matematis siswa dalam memecahkan masalah program linear. Jurnal Cendekia: Jurnal Pendidikan Matematika, 7(3), 2595–2604. https://doi.org/10.31004/cendekia.v7i3.2675
Astriyana, A., Wiseza, F. C., & Ibermarza. (2023). Meningkatkan hasil belajar matematika menggunakan model pembelajaran game based learning. SALAM: Jurnal Sosial dan Budaya Syar-i, 10(3), 995–1004. https://doi.org/10.15408/sjsbs.v10i3.33923
Atmaja, I. M. D. (2021). Koneksi indikator pemahaman konsep matematika dan keterampilan metakognisi. NUSANTARA: Jurnal Ilmu Pengetahuan Sosial, 8(7), 2048–2056. https://jurnal.um-tapsel.ac.id/index.php/nusantara/article/view/5419
Costa, J. M. (2023). Using game concepts to improve programming learning: A multi-level meta-analysis. Computer Applications in Engineering Education, 31(4), 1098–1110. https://doi.org/10.1002/cae.22630
Gunanto, S. G. (2021). Game-based learning: Media konstruktif pembelajaran mandiri bagi siswa. Rekam: Jurnal Fotografi, Televisi, Animasi, 17(1), 71–76. https://doi.org/10.24821/rekam.v17i1.4951
Haryanti, R. N., & Yasin, M. (2024). Implementasi pembelajaran matematika berbasis soal model PISA dengan pendekatan PBL dalam meningkatkan keterampilan siswa abad 21. Dalam Prosiding Seminar Nasional Matematika dan Pembelajarannya 2024. Universitas Negeri Malang.
Hermita, N., Putra, Z. H., Alim, J. A., Wijaya, T. T., Anggoro, S., & Diniya, D. (2022). Elementary teachers' perceptions on Genially learning media using item response theory (IRT). Indonesian Journal on Learning and Advanced Education (IJOLAE), 4(1), 1–20. https://doi.org/10.23917/ijolae.v4i2.14757
Indriana, L., & Rochmawati. (2025). Pengembangan media pembelajaran interaktif berbasis Genially dalam materi pencatatan persediaan kelas XI Akuntansi dan Keuangan Lembaga SMK Negeri 4 Surabaya. Jurnal Pendidikan Akuntansi (JPAK), 13(1), 32–43. https://ejournal.unesa.ac.id/index.php/jpak/article/view/71369
Limbong, I. F. B., Gultom, S. P., & Pangaribuan, L. R. (2025). Analisis kemampuan literasi matematis terhadap pemecahan masalah pada materi aritmatika sosial di kelas VII. Jurnal Ilmu Pendidikan dan Sosial, 4(4), 710–718. https://doi.org/10.58540/jipsi.v4i4.1159
Nindiasari, H., Hendriana, H., Fathurrohman, M., Kurniawati, N. K., Nirmalasari, D., Rofiroh, R., & Ruhimat, A. (2026). Numeracy website of local wisdom in mathematics learning: Metacognitive approach and mathematical reflective thinking ability. Infinity Journal, 15(2), 595–622. https://doi.org/10.22460/infinity.v15i2.p595-622
Nindiasari, H., Pranata, M. F., Sukirwan, Sugiman, Fathurrohman, M., Ruhimat, A., & Yuhana, Y. (2024). The use of augmented reality to improve students' geometry concept problem-solving skills through the STEAM approach. Infinity Journal, 13(1), 119–138. https://doi.org/10.22460/infinity.v13i1.p119-138
Nurhasnah, N., Sepriyanti, N., & Kustati, M. (2024). Learning theories according to constructivism theory. Journal International Inspire Education Technology, 3(1), 19–30. https://doi.org/10.55849/jiiet.v3i1.577
OECD. (2019). PISA 2019 mathematics framework. https://www.oecd.org/pisa/sitedirectory/pisa-2021-mathematics-framework-draft.pdf
Pradana, F. A. P., & Mawardi, M. (2021). Pengembangan instrumen penilaian sikap disiplin menggunakan skala Likert dalam pembelajaran tematik kelas IV SD. Fondatia, 5(1), 13–29. https://doi.org/10.36088/fondatia.v5i1.1090
Ramli, I. S. M., Maat, S. M., & Khalid, F. (2020). Game-based learning and student motivation in mathematics. International Journal of Academic Research in Progressive Education and Development, 9(2), 449–455. https://doi.org/10.6007/IJARPED/v9-i2/7487
Ratnawati, O. A., Artuti, E., & Mairing, J. P. (2022). Pemahaman siswa pada materi fungsi eksponen ditinjau dari teori APOS di kelas X MAN Kota Palangkaraya. EQUALS: Jurnal Ilmiah Pendidikan Matematika, 5(2), 87–96. https://doi.org/10.46918/equals.v5i2.1564
Septiani, P. Y. (2024). Pembelajaran dengan etnomatematika dalam meningkatkan pemahaman konsep matematika abstrak. Inovasi Pendidikan, 11(1), 59–64. https://doi.org/10.31869/ip.v11i1.5649
Sitorus, S. F., & Karo-Karo S, I. R. (2025). The effect of Genially-based interactive media on students' understanding of mathematical concepts. Journal of General Education and Humanities, 4(4), 1853–1865. https://doi.org/10.58421/gehu.v4i4.757
Sugiyono. (2020). Metode penelitian kuantitatif, kualitatif dan kombinasi (mixed methods). CV Alfabeta.
Tampubolon, D. B., Siagian, S., & Saragih, A. H. (2025). Development of Genially-based interactive multimedia for junior high school English learning. Curricula: Journal of Curriculum Development, 4(1), 815–826. https://doi.org/10.17509/curricula.v4i1.84642
Wibawanto, W., & Nugrahani, R. (2018). Desain antarmuka (user interface) pada game edukasi. Imajinasi: Jurnal Seni, 12(2), 95–102. https://journal.unnes.ac.id/nju/imajinasi/article/view/17472
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.















