PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS GAME EDUKASI PADA MATERI OPERASI PERKALIAN
DOI:
https://doi.org/10.23969/jp.v9i4.17854Keywords:
learning media, mathematics subjects, educational games, multiplication operationsAbstract
This research aims to develop and determine the feasibility of an educational game-based learning media as an evaluation tool for multiplication material. The ADDIE model is used in this research design which has five stages: analysis, design, development, implementation, and evaluation. Testing was carried out by media and material validators to determine validity, while trials were carried out by student respondents to determine practicality. The media validation results got a score of 72% which is in the valid category, while the material validation got a score of 82,9% which is in the very valid category. Meanwhile, the results of student respondents gave an assessment of 85.6%, which shows that this game is very practical to use as a tool for evaluating multiplication material. With positive feasibility results from the three groups, this educational game is proven to have great potential to be used as a learning tool, in this case as an evaluation tool for multiplication material.Downloads
References
Maritsa, A., Hanifah Salsabila, U., Wafiq, M., Rahma Anindya, P., & Azhar Ma’shum, M. (2021). Pengaruh Teknologi Dalam Dunia Pendidikan. Al-Mutharahah: Jurnal Penelitian Dan Kajian Sosial Keagamaan, 18(2), 91–100. https://doi.org/10.46781/al-mutharahah.v18i2.303
Maulidta, H., & Sukartiningsih, W. (2018). PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ADOBE FLASH UNTUK PEMBELAJARAN MENULIS TEKS EKSPOSISI SISWA KELAS III SD Abstrak. Pengembangan Media Interaktif, 06(05), 681–692.
Nur Atifah Tamrin, Nurmayanti, A. (2023). Development of android-based immune system learning media SMA Negeri 6 Sidrap. Jurnal Mantik, 7(2), 2685–4236.
Prensky. (2005). Handbook of Computer Game Studies (illustrate). MIT Press.
Ramadhan, M. A. (2022). Pengaruh Iptek Terhadap Pendidikan Di Dunia Pendidikan. Thesis Commons, 1–10. http://dx.doi.org/10.31237/osf.io/9tg3d
Syamsunir, Ruslan, & Pattaufi. (2020). Pengembangan Video Tutorial Pembelajaran Mata Kuliah Produksi Media Audio Video. UNM Jurnal, 1–8.
Tegeh, I. M., Jampel, I. N., & Pudjawan, K. (2014). Model Penelitian Pengembangan / Dr. I Made Tegeh, M.Pd. Yogyakarta : Graha Ilmu, 2014.
Wandani, N. M., & Nasution, S. H. (2017). Pengembangan Multimedia Interaktif dengan Autoplay Media Studio pada Materi Kedudukan Relatif Dua Lingkaran. Jurnal Kajian Pembelajaran Matematika, 1(2), 90–95. http://journal2.um.ac.id/index.php/jkpm/article/view/1341
Wutun, M. O. O. P., Manu, G. A., & Fallo, D. Y. A. (2021). Pembuatan Game Edukasi Untuk Meninjau Efektivitas Belajar Siswa Studi Kasus Di SD Fatufeto 1 Kupang. Jurnal Pendidikan Teknologi Informasi (JUKANTI), 4(4), 72–79.
Yulianti, A., & Ekohariadi, E. (2020). Pemanfaatan Media Pembelajaran Berbasis Game Edukasi Menggunakan Aplikasi Construct 2 pada Mata Pelajaran Komputer dan Jaringan Dasar. Jurnal IT-EDU, 5(1), 527–533. https://ejournal.unesa.ac.id/index.php/it-edu/article/view/38272
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Pendas : Jurnal Ilmiah Pendidikan Dasar

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