TY - THES N1 - Dr. Hj. Endang Sulistyowati, M.Pd.I. ID - digilib74540 UR - https://digilib.uin-suka.ac.id/id/eprint/74540/ A1 - Hanif Faturrachim, NIM.: 23204082008 Y1 - 2025/11/13/ N2 - Mathematics learning in elementary schools is often still teacher-centered and provides limited opportunities for students to actively participate, resulting in low conceptual understanding and learning motivation. Based on these conditions, this study aims to: (1) design mathematics game-based learning media appropriate for elementary school students; (2) identify the usefulness of the developed Math Games media based on teacher and student responses; (3) analyze the improvement in students? conceptual understanding after using Math Games; and (4) analyze the increase in student activeness during mathematics learning through the implementation of Math Games. This study employed a Research and Development (R&D) method using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through observation, documentation, expert validation sheets (material experts and media experts), as well as questionnaires used for needs analysis and for gathering responses from teachers and students regarding the developed Math Games. Qualitative descriptive analysis was used to process data from preliminary analysis, observations, documentation, expert comments, and suggestions. Quantitative descriptive analysis was used to analyze expert validation scores, teacher and student responses, and product effectiveness testing using the One-Sample Wilcoxon Signed Rank Test assisted by SPSS 21. The results of the research and development show that the Math Games Guidebook developed through the ADDIE model is feasible, practical, and effective for use in elementary mathematics learning. The needs analysis revealed high interest among teachers and students in game-based learning media, leading to the development of nine educational games compiled into a guidebook. The product received excellent validation scores from media experts (4.60) and material experts (4.67), as well as positive responses from teachers (4.60) and students (4.67), indicating that the Math Games are easy to use, engaging, and supportive of conceptual understanding. Observation of classroom implementation demonstrated high student activeness and optimal teacher involvement. Furthermore, the effectiveness test using the One-Sample Wilcoxon Signed Rank Test showed a Sig. value of 0.000 < 0.05 with a posttest average of 85.45, indicating that students? learning outcomes exceeded the KKM and improved significantly. Overall, the product meets the criteria of validity, practicality, and effectiveness as stated by Nieveen, making it a viable innovative learning medium to support the implementation of active learning in elementary mathematics education. PB - UIN SUNAN KALIJAGA YOGYAKARTA KW - Math Games KW - Pembelajaran Aktif KW - Keaktifan Siswa KW - Pemahaman Matematika KW - Pengembangan Media M1 - masters TI - PENGEMBANGAN MEDIA MATH GAMES BERBASIS ACTIVE LEARNING DALAM PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN KEAKTIFAN DAN PEMAHAMAN MATERI SISWA SEKOLAH DASAR AV - restricted EP - 165 ER -