Implementation of Monsakun Problem-Posing to Enhance Elementary School Students' Conceptual Understanding of Mathematics in Indonesia
E-ISSN : 2807-9035
Volume 5, Number 1, May 2025
https://doi.org/10.47709/brilliance.v5i1.5704
Implementation of Monsakun Problem-Posing to Enhance Elementary
School Students' Conceptual Understanding of Mathematics in Indonesia
Rico Valentino*, Munir2, Herbert Siregar3
1,2,3
1
Universitas Pendidikan Indonesia, Indonesia
, ,
*Corresponding Author
Article History:
Submitted: 21-03-2025
Accepted: 10-04-2025
Published: 17-04-2025
Keywords:
Monsakun; Problem Posing; User
Experience Questionnaire;
System Usability Scale; Research
and Development;
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Attribution-NonCommercial 4.0
International (CC BY-NC 4.0).
ABSTRACT
This study was conducted to develop Monsakun, a web-based Problem Posing
learning platform, through the Research and Development (R&D) method using
the 4D model: Define, Design, Develop, and Disseminate. The main objective of
this research is to create an interactive and effective learning tool that enhances
students' ability to understand and apply concepts through systematic Problem
Posing activities. The study responds to existing challenges in Problem Posingbased learning, which is often perceived as less engaging and insufficient in
nurturing students' critical thinking and creativity. The research procedures
included a comprehensive needs analysis, prototype design, product
development, and testing for effectiveness. User experience was measured using
the User Experience Questionnaire (UEQ) and System Usability Scale (SUS).
The results indicated that Monsakun received an "Excellent" rating in terms of
attractiveness, efficiency, accuracy, and stimulation. However, improvements
are needed in clarity and novelty, particularly regarding user guidance and the
integration of more innovative features. With an average SUS score of 86, the
platform demonstrated a high level of usability, suggesting strong user
acceptance and satisfaction. Overall, the findings show that Monsakun is
effective in supporting students' learning outcomes, offering an engaging and
user-friendly experience. Moreover, the R&D approach used in this study has
proven successful in guiding the development of impactful educational
technology, thus contributing meaningfully to the advancement of web-based
learning media.
INTRODUCTION
Education plays a crucial role as a foundation in preparing young generations to face and contribute to the everevolving global landscape (Sabaruddin, 2022). One of the common issues in education is the weakness of the learning
system. In many teaching and learning processes, too much emphasis is placed on mastering theoretical knowledge
without considering its application in daily life. As a result, students tend to acquire theoretical knowledge without truly
understanding or being able to apply it in real-world contexts. This leads to a lack of practical skills and in-depth
comprehension among students (Aryanti & Utami, 2022). Students are generally taught about professionalism in
becoming teachers and how to deliver subject matter to learners. Personal competence is closely related to character
education. In higher education, character education is typically limited to a few courses, such as Pancasila, Civics, and
Religion (Amsal et al., 2022).
Understanding learning media and processes is essential in the educational context. Learning media are not
merely tools but also means to create a more engaging, inclusive, and responsive learning environment that caters to
students' needs. As younger generations become more proficient with technology, learning media can enhance student
engagement in the learning process and equip them with essential skills for the future (Dany, A., Rifan, H., &
Suryandari, 2024). Teachers must be able to select appropriate learning materials and effectively utilize media to create
a productive learning environment that supports students' development. Ideally, students require an engaging learning
environment to prevent boredom and maintain their interest in the learning process, which can be achieved through the
use of diverse media and instructional methods (Fadilah et al., 2023).
The learning process is no longer confined to conventional media but has evolved into a more dynamic and
diverse approach through the use of technology (Mahfuz, 2021). One example of widely adopted technology in
education is online learning. Online learning allows students to study anytime and anywhere. This method is highly
beneficial for students with busy schedules or physical limitations, enabling them to continue their education
(Alimuddin et al., 2023). Moreover, online learning provides broader access to various learning resources, such as
educational videos, e-books, and interactive digital platforms (Indarta et al., 2022).
In conclusion, technological advancements have had a significant impact on the education sector. Technology has
transformed the way we teach and learn, as education in the era of Industry 4.0 demands mastery of specific skills as
well as critical thinking abilities. Critical thinking encompasses the ability to analyze, assess, evaluate, reconstruct, and
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50
E-ISSN : 2807-9035
Volume 5, Number 1, May 2025
https://doi.org/10.47709/brilliance.v5i1.5704
make decisions based on rational and logical considerations (Sabaruddin, 2022). One important aspect of learning is the
ability to engage in Problem Posing. One way to enhance students' creativity in mathematics learning is through
problem posing (Nugroho & Anugraheni, 2021). The problem posing learning model involves formulating and
structuring problems. Thus, problem posing can be defined as an approach that emphasizes students' ability to formulate
or pose problems based on given situations or tasks (Nugroho & Anugraheni, 2021).
This research aims to develop Monsakun as a Problem Posing learning tool through a web-based platform. The
development will use the Research and Development (R&D) method and will be evaluated using the User Experience
Questionnaire (UEQ) and the System Usability Scale (SUS).
LITERATURE REVIEW
Monsakun
Monsakun is an interactive digital learning medium that employs a Problem Posing approach, which involves the
process of formulating or creating problems within the context of arithmetic word problems through sentence
integration. In this activity, students do not independently formulate problems, but are asked to interpret given sentence
cards and combine them into a complete problem. This process is known as 'problem-posing as sentence-integration'
(Prasetyo et al., 2022). The MONSAKUN learning media was implemented in a first-grade class consisting of 39
students at Hiroshima Fuzoku Elementary School (Prasetyo et al., 2022). The problems in MONSAKUN are
categorized into five levels, where levels 1, 3, and 5 are used in two class session (...truncated)