Pengembangan Perangkat Pembelajaran Berbasis Game Dengan Konteks Teka-Teki Silang Untuk Meningkatkan Kemampuan Numerasi
DOI:
10.29303/jm.v8i2.12029Published:
2016-06-10Downloads
Abstract
Abstract
This study aims to develop game based learning tools using a crossword puzzle context to improve students’ numeracy skills. Numeracy abilities can be improved by increasing students understanding of mathematical concepts. Game Based Learning offers an interactive learning experience that can make students’ understanding mathematical concepts through a structured game process. This study employed a Research and Development (R&D) method using the ADDIE ( analysis, design, development, implementation, and evaluation). The subjects of the study were 34 seventh grade students of SMP Negeri 15 Mataram. The developed products include teaching modules, student worksheets (LKPD), and numeracy posttest based game with crossword puzzle. Data analysis techniques include analysis of validity, practicality and effectiveness using percentage and N-Gain tests. The results indicate that the developed learning tools are highly valid, with module validity of 89.74%, LKPD validity of 85.65%, and posttest validity of 85.42%. The practicality level reached 89.40% (very practical). Furthermore, the effectiveness test showed an increase in students’ numeracy skills, with the average score improved from 60.93 to 81.33, and an N-Gain of 0.52 in the moderate category. These findings indicate that game based learning tools with a crossword puzzle context are sufficiently effective in improving students’ numeracy skills.
Keywords:
Game Based Learning; numeracy skills; crossword puzzle; ADDIE; learning toolsReferences
Akbar, S. (2017). Instrumen perangkat pembelajaran. Bandung: Remaja Rosdakarya.
Ardani, R. A., Rachmawati, A. K., Salsabila, N. H., & Ningtiyas, F. A. (2023). How to Determine The Quality of Game-Based Media for Mathematics Learning?. Mandalika Mathematics and Educations Journal, 7(4), 2065-2074. https://doi.org/10.29303/jm.v5i1.4830
Etmy, D., Susanta, A., & Yensy, N. A. (2025). Analisis Faktor-Faktor Penggunaan Quizizz Untuk Menunjang Kemampuan Numerasi Siswa SMP Kota Bengkulu. Mandalika Mathematics and Educations Journal, 5(1), 97-109. https://doi.org/10.29303/jm.v7i4.10678
Juliansyah, F. (2024). HIKMA (Hierarki Kebutuhan Manusia) Kartu Permainan Mengelola Kebutuhan dengan Bijaksana. Sumedang: Mega Press Nusantara.
Kemendikbud. (2020). AKM dan Implikasinya pada Pembelajaran. Jakarta: Pusat Asesmen dan Pembelajaran, Badan Penelitian, Pengembangan dan Perbukuan, Kementerian Pendidikan dan Kebudayaan.
Kemendikbud. (2021). Framework Asesmen Kompetensi Minimum (AKM). Jakarta: Pusat Asesmen dan Pembelajaran, Badan Penelitian, Pengembangan dan Perbukuan, Kementerian Pendidikan dan Kebudayaan.
Kemendikbudristek. (2022). Panduan Pembelajaran dan Asesmen Pendidikan Anak Usia Dini, Pendidikan Dasar, dan Menengah. Jakarta: Pusat Kurikulum dan Pembelajaran, Badan Standar, Kurikulum, dan Asesmen Pendidikan, Kementerian Pendidikan, Kebudayaan, Riset dan Teknologi.
Kemendikbudristek. (2024). Buku Panduan Kampus Mengajar. Jakarta: Program Kampus Mengajar Direktorat Pembelajaran dan Kemahasiswaan, Kementerian Pendidikan, Kebudayaan, Riset dan Teknologi.
Kemendikdasmen. (2024). Rapor Pendidikan Indonesia 2024. Jakarta: Kementerian Pendidikan Dasar dan Menengah.
Kusumawardani, D. R., Wardono, W., & Kartono, K. (2018). Pentingnya Penalaran Matematika dalam Meningkatkan Kemampuan Literasi Matematika. Prisma, Prosiding Seminar Nasional Matematika, 1, 588-595. https://journal.unnes.ac.id/sju/prisma/article/view/20201
Muhtarom, M., Adrillian, H., Huda, B. M. H. A., & Ribowo, M. (2022). Pengembangan Game Edukasi Matematika untuk Meningkatkan Kemampuan Numerasi Siswa SMP. Transformasi: Jurnal Pendidikan Matematika, 6(2), 95-108. https://doi.org/10.36526/tr.v6i2.2176
Mulyati, S., & Evendi, H. (2020). Pembelajaran matematika melalui media game quizizz untuk meningkatkan hasil belajar matematika SMP. GAUSS: Jurnal Pendidikan Matematika, 3(1), 64-73. https://doi.org/10.30656/gauss.v3i1.2127
Muqoddaroh, F., Misariah, Z., Pangura, A. A., & Fakhriyana, D. (2024). Game Edukasi dalam Pembelajaran Matematika. JRPM (Jurnal Review Pembelajaran Matematika), 9(1), 20-32. https://doi.org/10.15642/jrpm.2024.9.1.20-32
OECD. (2023). Equity in education in PISA 2022. In PISA 2022 Results (Volume I): The State of Learning and Equity in Education. https://www.oecd-ilibrary.org/education/pisa-2022-results-volume-i_03c74bdd-en
Prihastari, E. B. (2021). Perencanaan Pembelajaran di Sekolah Teori dan Implementasi. Sukoharjo: Pradina Pustaka.
Ramadhan, W. S., Rubiati, D., Adiluhur, T. T., Syahron, M. A., Fawwaz, B. A., Megawanti, P., & Suhendri, H. (2023). Pengembangan Media Pembelajaran Berbasis Permainan terhadap Kemampuan Numerasi di SDS Dharma Bhakti. Prosiding Diskusi Panel Nasional Pendidikan Matematika. 45-54.
Rusmayana, T. (2021). Model Pembelajaran ADDIE Integrasi Pedati di SMK PGRI Karisma Bangsa Sebagai Pengganti Praktek Kerja Lapangan Dimasa Pandemi Covid-19. Bandung: Widina Media Utama.
Salsabila, N. H., & Setyaningrum, W. (2019). Pengembangan Media Pembelajaran Matematika Berbasis Game: Statistics In Artic. Mandalika Mathematics and Educations Journal, 1(1), 13-25. https://doi.org/10.29303/jm.v1i1.1248
Sipahutar, C., E. & Mukhtar, M. (2023). Application of the Game Based Learning Model to Improve Students' Concept Understanding Ability at SMP Negeri 35 Medan. Formosa Journal of Science and Technology, 2(2), 569-578. https://doi.org/10.55927/fjst.v2i2.2713
Sukarelawan, M. I., Indratno, T. K., & Ayu, S. M. (2024). N-Gain vs Stacking: Analisis perubahan abilitas peserta didik dalam desain one group pretest posttest. Yoyakarta: Suryacahya.
Widaningsih, N. (2023). Asiknya Bermain TTS ASEAN. Indramayu: Adab Press.
License
Copyright (c) 2016 Athia Awwalia Salim, Sri Subarinah, Tabita Wahyu Triutami

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.




