Abstract
The background of this research is the emergence of an era of disruption which is a phenomenon when society shifts the acarity-activity that was originally done in the real world, into cyberspace. The research methods used are literature and Research and Development (R&D). Researchers compiled a game formula for monopoly SCIENCE that will be used as a media learning Kingdom Animalia material. This game is composed because there are still many students who struggle to learn Animalia Kindom material because of its many and very complex material. The Media is very much needed for students to understand the material presented by the teacher. In order to achieve the learning objectives that correspond to the present era, the era of disruption. Then it takes a method of learning with the media that establishes the values of Indonesian traditions as well as mutual cooperation, please help, sense of empathy, not individualist etc. Thus, researchers have been able to identify the learning media that is antractive by using a monopoly game with a not boring design and foster the tradition of the nation's cultural values that began to be displaced by the development of the era of disruption.
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