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Monopoly Game Design Krealand As a Learning Media in PKWU Subjects

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

DOI
10.15294/jpp.v43i1.46126
ISSN
2580-4154, 2503-1260
Published
2026-04-30
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

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.

Keywords

Collaboration network of the authors

23 authors · 61 co-authorship links

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  • University of Brawijaya
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
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Co-authorOrganisationJoint articles
Okta PurnawirawanUniversity of Brawijaya1
Ade Novi Nurul IhsaniAffiliation unknown1
Anik MaghfirohAffiliation unknown1
Mia Hafizah TumanggerAffiliation unknown1
Indah Indi AfifahAffiliation unknown1
Yulia Khoirun NisaAffiliation unknown1
Muh Fakhrihun NaamAffiliation unknown1
Maria KrisnawatiAffiliation unknown1
Alldila Noorma Az ZahraAffiliation unknown1
Zahra Putri FebrianiAffiliation unknown1
Aldias BahatmakaAffiliation unknown1
Sunyoto SunyotoAffiliation unknown1
Wara Dyah Pita RenggaAffiliation unknown1
Irawaty IrawatyAffiliation unknown1
Ifa NurhayatiAffiliation unknown1
Wulansari PrasetyaningtyasAffiliation unknown1
Rina RachmawatiAffiliation unknown1
Sita NurmasitahAffiliation unknown1
Samsudin AnisAffiliation unknown1
Adhi KusumastutiAffiliation unknown1
Aryo Baskoro UtomoAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/JPP/oai, first harvested 5 Nov 2026, last seen 8 Nov 2026.
Original metadata (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>