Pengembangan Media Pembelajaran Matematika Berbasis Game: Statistics In Arctic

Nilza Humaira Salsabila, Wahyu Setyaningrum

Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran matematika yang berbasis Game untuk siswa kelas VIII SMP. Media pembelajaran yang dikembangkan merupakan game smartphone pada materi statistika yang berjudul STATIC (Statistics in Arctic). Pengembangan Game STATIC dilakukan berdasarkan pada model ADDIE (Analyze-Design-Develop-Implement-Evaluate) dengan lima tahapan utama, yaitu analisis, perancangan, pengembangan, implementasi, dan evaluasi. Game STATIC yang dikembangkan harus memenuhi kriteria valid. Kevalidan dari media yang dikembangkan berdasarkan pada penilaian para ahli media. Instrumen untuk menilai kevalidan berupa lembar validasi media pembelajaran oleh ahli media. Hasil penilaian ahli media menunjukkan skor rata-rata sebesar 152 dengan klasifikasi sangat baik. Dapat disimpulkan bahwa media Game STATIC memenuhi kriteria valid dan layak untuk digunakan dalam pembelajaran matematika.

Full Text:

PDF

References

Sorathia, K. & Servidio, R. (2010). Learning and experience: teaching tangible interaction & edutainment. Procedia - Social and Behavioral Sciences 64, 265–274. http://doi.org/10.1016/j.sbspro.2012.11.031

Demirbilek, M. & Tamer, S. L. (2010). Math teachers’ perspectives on using educational computer games in math education. Procedia Social and Behavioral Sciences, 9, 709–716. http://doi.org/10.1016/j.sbspro.2010.12.222

Daily Social. (2016). Retrieved from https://dailysocial.id/post/memahami-trenpenggunaan- smartphone-di-indonesia-berdasarkanusia/

Wirawan, S., et al. (2013). Analysis of child computer interaction in edutainment and simulation games application on android platform in indonesia. (IJACSA) International Journal of Advanced Computer Science and Applications, 4(7), 174-178.

Boyle, E. & Connolly, T. (2008). A review of theories of player enjoyment in playing computer games, Proceedings of the 2nd European Conference on Games-Based Learning, Reading: Academic Publishing.

Winarko, E. (2017). Pembelajaran matematika berbasis TIK untuk meningkatkan literasi matematika: peluang dan tantangan, Prosiding Seminar Nasional Matematika dan Pendidikan Matematika, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia.

Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Elsevier, Computers & Education, 55, 427-443. https://doi.org/10.1016/j.compedu.2010.02.007

Salsabila, N. H., & Setyaningrum, W. (2018). Game “STATIC”: Is It Interesting for Students? IOP Conf. Series: Journal of Physics: Conf. Series 1097 (2018) 012105. doi :10.1088/1742-6596/1097/1/012105

Putra, W. D. P. & Setyaningrum, W. The effect of edutainment toward students' interest in learning mathematics. IOP Conf. Series: Journal of Physics: Conf. Series 1097 (2018) 012120. doi:10.1088/1742-6596/1097/1/012120

Sani, R. A. (2015). Pembelajaran Saintifik untuk Implementasi Kurikulum 2013. Jakarta, Indonesia: Bumi Aksara.

Duch, B., J., Groh, S., E., & Allen, D., E. (2001). The Power of Problem Based Learning. Streling, Virginia: Stylus.

Kiilia, K., Moeller, K., & Ninaus, M. (2018). Evaluating the effectiveness of a game-based rational number training - In-game metrics as learning indicators. Computer & Education, 120, 13-28. https://doi.org/10.1016/j.compedu.2018.01.012

Prince, U. K. (2017). Effect of mathematics game-based instructional techniques on students’ achievements and interest in algebra, at basic education level. Department Of Science Education, Faculty Of Education University Of Nigeria, NSUKKA Press.

Ardani, R. A., Salsabila, N. H., Handican, R., & Setyaningrum, W. (2018). The perceptions of students and teachers about the use of edutainment instructional media in mathematics learning. Advances in Social Science, Education and Humanities Research (ASSEHR), 160, 228-234.

Branch, R. M. (2009). Instructional Design: The ADDIE Approach. New York, NY: Springer.

Nieveen, N. (1999). Prototyping to Reach Product Quality. Design Approaches and Tools in Education and Training, Springer, 125-135.

Allen, M. J. & Yen, W. M. (1979). Introduction to Measurement Theory. Monterey, California: Brooks/Cole Publishing Company.

Leacock, T. L., & Nesbit, J. C. (2007). A Framework for evaluating the quality of multimedia learning resources. Educational Technology & Society, 10 (2), 44-59.

Widoyoko, E. P. (2016). Evaluasi Program Pembelajaran. Yogyakarta, Indonesia: Pustaka Pelajar.

Setyaningrum, W. & Waryanto, N. H. (2017). Media edutainment segi empat berbasis android: apakah membuat belajar matematika lebih menarik? Jurnal Mercumatika: Jurnal Penelitian Matematika dan Pendidikan Matematika, 2(1). https://doi.org/10.26486/jm.v2i2.369.

Abdullah, N. I., Tarmizi, R. A., & Abu, R. (2010). The effects of problem based learning on mathematics performance and affective attributes in learning statistics at form four secondary level. Procedia Social and Behavioral Sciences, 8, 370–376. http://doi.org/10.1016/j.sbspro.2010.12.052

Ardani, R. A. & Setyaningrum, W. Game-based edutainment media using guided discovery approach: what teachers say? IOP Conf. Series: Journal of Physics: Conf. Series 1097 (2018) 012101. doi:10.1088/1742-6596/1097/1/012101

Setyaningrum, W. & Waryanto, N. H. (2018). Developing mathematics edutainment media for Android based on students’ understanding and interest: a teachers’ review. IOP Conf. Series: Journal of Physics: Conf. Series 983. http://doi.org/10.1088/1742-6596/983/1/012093

Charsky, D. (2010). From edutainment to serious games: a change in the use of game characteristics. Games and Culture, 5(2), 177-198. http://doi.org/10.1177/1555412009354727

Pratama, L. D. & Setyaningrum, W. Game-based learning: the effects on student cognitive and affective aspects. IOP Conf. Series: Journal of Physics: Conf. Series 1097 (2018) 012123. doi:10.1088/1742-6596/1097/1/012123

Refbacks

  • There are currently no refbacks.