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Effect Of the Edutainment Learning Model Assisted by Monopoly Game Media on The Learning Outcomes of Grade V Students in Natural and Social Sciences (IPAS) at SDn 067246 Medan Tuntungan, Academic Year 2026/2027

Oct 2026 · Jurnal Penelitian Pendidikan · 0 citations
Educational Games and Gamification

Abstract

This study was motivated by the low learning outcomes of fifth-grade students in the Natural and Social Sciences (IPAS) subject at SDN 067246 Medan Tuntungan. This condition was reflected in the lack of students’ attention and participation during the learning process, as well as the monotonous classroom atmosphere. The study aimed to determine the effect of the Edutainment learning model assisted by Monopoly game media on students’ learning outcomes in the IPAS topic “Indonesia Kaya Raya” among fifth-grade students at SDN 067246 Medan Tuntungan in the 2026/2027 Academic Year. This research employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest Design. The sample consisted of 25 fifth-grade students. Data were collected through tests, observations, questionnaires, and documentation. Data analysis was conducted using descriptive statistics, normality testing, correlation analysis, coefficient of determination analysis, and hypothesis testing. The results showed that the average pretest score was 50.88, while the average posttest score increased to 84.80. The correlation test yielded a coefficient of 0.951, indicating a very strong relationship, while the coefficient of determination was 90.44%. The hypothesis test produced a significance value of 0.000 < 0.05, resulting in the rejection of H₀ and acceptance of Hₐ. Therefore, it can be concluded that the Edutainment learning model assisted by Monopoly game media had a significant effect on the learning outcomes of fifth-grade students in IPAS at SDN 067246 Medan Tuntungan in the 2026/2027 Academic Year.

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