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Monopoly Game Design Krealand As a Learning Media in PKWU Subjects

Jurnal Penelitian Pendidikan · Vol. 43 No. 1 (2026) · hlm. 286–297

DOI
10.15294/jpp.v43i1.46126
ISSN
2580-4154, 2503-1260
Terbit
2026-04-30
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

Craft and Entrepreneurship (PKWU) learning still uses conventional approaches and does not utilize interactive learning media, so that student engagement in the learning process is not optimal. This study aims to develop a game-based learning media in the form of Monopoly Krealand in the PKWU subject. The study used the Research and Development (R&D) method with the ADDIE development model limited to the development stage. Data collection was carried out through observation, interviews with PKWU teachers, student needs analysis questionnaires, and expert validation questionnaires. The research respondents consisted of 35 grade X students and two expert validators. The data were analyzed quantitatively using a four-level Likert scale and descriptively qualitatively. The results of the needs analysis showed that 85% of students really needed interactive learning media. The results of the material expert validation obtained a feasibility level of 100% with a very feasible category, while the media expert validation obtained a percentage of 75% with a suitable category for use with revisions. Thus, Monopoly Krealand is declared to meet the feasibility criteria as a PKWU learning media and has the potential to support more interactive and contextual learning.

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  • University of Brawijaya
  • Universitas Halu Oleo
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Rekan penulisOrganisasiArtikel bersama
Okta PurnawirawanUniversity of Brawijaya1
Ade Novi Nurul IhsaniAfiliasi tidak diketahui1
Anik MaghfirohAfiliasi tidak diketahui1
Mia Hafizah TumanggerAfiliasi tidak diketahui1
Indah Indi AfifahAfiliasi tidak diketahui1
Yulia Khoirun NisaAfiliasi tidak diketahui1
Muh Fakhrihun NaamAfiliasi tidak diketahui1
Maria KrisnawatiAfiliasi tidak diketahui1
Alldila Noorma Az ZahraAfiliasi tidak diketahui1
Zahra Putri FebrianiAfiliasi tidak diketahui1
Irawaty IrawatyUniversitas Halu Oleo1
Aldias BahatmakaAfiliasi tidak diketahui1
Sunyoto SunyotoAfiliasi tidak diketahui1
Wara Dyah Pita RenggaAfiliasi tidak diketahui1
Ifa NurhayatiAfiliasi tidak diketahui1
Wulansari PrasetyaningtyasAfiliasi tidak diketahui1
Rina RachmawatiAfiliasi tidak diketahui1
Sita NurmasitahAfiliasi tidak diketahui1
Samsudin AnisAfiliasi tidak diketahui1
Adhi KusumastutiAfiliasi tidak diketahui1
Aryo Baskoro UtomoAfiliasi tidak diketahui1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/JPP/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 5 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Monopoly Game Design Krealand As a Learning Media in PKWU Subjects</dc:title>
	<dc:creator xml:lang="en">Dewi, Dyah Ayu Ratna</dc:creator>
	<dc:creator xml:lang="en">Saputro, Godham Eko </dc:creator>
	<dc:subject xml:lang="en">PKWU</dc:subject>
	<dc:subject xml:lang="en">learning media</dc:subject>
	<dc:subject xml:lang="en">monopoly</dc:subject>
	<dc:subject xml:lang="en">game-based learning</dc:subject>
	<dc:description xml:lang="en">Craft and Entrepreneurship (PKWU) learning still uses conventional approaches and does not utilize interactive learning media, so that student engagement in the learning process is not optimal. This study aims to develop a game-based learning media in the form of Monopoly Krealand in the PKWU subject. The study used the Research and Development (R&amp;amp;D) method with the ADDIE development model limited to the development stage. Data collection was carried out through observation, interviews with PKWU teachers, student needs analysis questionnaires, and expert validation questionnaires. The research respondents consisted of 35 grade X students and two expert validators. The data were analyzed quantitatively using a four-level Likert scale and descriptively qualitatively. The results of the needs analysis showed that 85% of students really needed interactive learning media. The results of the material expert validation obtained a feasibility level of 100% with a very feasible category, while the media expert validation obtained a percentage of 75% with a suitable category for use with revisions. Thus, Monopoly Krealand is declared to meet the feasibility criteria as a PKWU learning media and has the potential to support more interactive and contextual learning.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2026-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/JPP/article/view/46126</dc:identifier>
	<dc:identifier>10.15294/jpp.v43i1.46126</dc:identifier>
	<dc:source xml:lang="en">Jurnal Penelitian Pendidikan; Vol. 43 No. 1 (2026): April 2026; 286-297</dc:source>
	<dc:source>2580-4154</dc:source>
	<dc:source>2503-1260</dc:source>
	<dc:source>10.15294/jpp.v43i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/JPP/article/view/46126/8907</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Jurnal Penelitian Pendidikan</dc:rights>
</oai_dc:dc>