Pengembangan Media Pembelajaran Permainan Monopoli Ekonomi “Mandamonomics” pada Mata Pelajaran Ekonomi Kelas X di Man 2 Malang

Dwi Fitriani, Ela Ayuningtiyas, Selly Irmawati

Abstract


Economic learning in high school ideally develops critical thinking and analytical skills. However, at MAN 2 Malang (Turen), the learning process is still dominated by conventional methods such as lecturing and assignments, resulting in students' daily average scores of only 62—far below the minimum competency criterion (KKM) of 80. To address this issue, this study developed MANDAMONOMICS (MANDAMA Monopoli Economics), a board game-based learning medium adapted from Monopoly and specifically designed for economics learning at Madrasah Aliyah. This research employed the Research and Development (R&D) method using the ADDIE development model with a mixed-methods approach, involving 24 students of class X IPS-2. Validation was conducted by subject matter experts and education practitioners, while effectiveness was measured through paired sample t-test. The results indicated that MANDAMONOMICS was declared very feasible by the material expert (87.5%) and education practitioner (90.0%), and received enthusiastic positive responses from students (90.2%). Student average scores significantly increased from 57.29 to 83.54 with an N-Gain of 0.62 (moderate category). Statistical tests confirmed significant differences (sig. 0.000), and 100% of students surpassed the KKM in the posttest. This study concludes that MANDAMONOMICS is valid, practical, and effective as an economics learning medium.

Keywords: learning media, economics monopoly, MANDAMONOMICS, game-based learning, learning outcomes, ADDIE model

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