Tesis
Students\' response to monopoly game media with the discovery learning model to strengthen character education in grade viii at SMP Negeri 18 Malang city / Wardatun Nisa\'
Abstrak
The researcher wrote a study entitled Students Response to Monopoly Game Media with a Discovery Learning Model for Strengthening Character Education Class VIII at SMP Negeri 18 Malang because it is based on the fact that during learning teachers rarely convey knowledge using game media. Teachers are more likely to teach with conventional methods so students are easily bored in class. The researcher is interested in providing learning in an interesting and fun way namely with the medium of games in the form of monopoly so that students get material at the same time by playing. In addition students prefer to imitate the learning material in class and do not work on the questions given by the teacher. So it is very necessary to strengthen character education to realize the goals of national education. SMP Negeri 18 Malang City was chosen as the research location where the researcher collected as much data and information as possible. The school is located not far from the main road of Malang City making it very easy for researchers to access the school. The main purpose of this study is to analyze students responses to monopoly game media when applied as a learning media assisted by the discovery learning model to strengthen character education. Monopoly game media is expected to be a learning tool for students so that learning is more fun and not boring. Monopoly game media is also expected to be a means of learning in strengthening the character of students by playing according to the rules and directions of the game. That way students will become individuals with honest disciplined and responsible characters. This study uses a descriptive quantitative method which is carried out by taking data in the form of observation questionnaire and documentation which is then analyzed using hypothesis tests after data instrument tests in the form of validation tests and reliability tests. Based on the questionnaire of variables X and Y an average of 84% with the category of Very Effective in variable X and 89% with the category Very Effective in variable Y. This means that the majority of students gave a positive response to monopoly game media with the discovery learnig model and monopoly game media to foster character education Learners. Therefore respondents feel that monopoly game media with monopoly game media to foster students character education can be said to be able to operate well in the classroom.