PENGEMBANGAN GAME EDUKASI PIXEL ADVENTURE “TANTANGAN MASTERMIND MATEMATIKA: THE QUEST FOR NUMERIA” SEBAGAI ALAT BANTU PEMBELAJARAN MATEMATIKA DI KELAS X
DOI:
https://doi.org/10.23969/jp.v9i4.17946Keywords:
Educational Game, Math, Unity3D, Interactive Learning, Game Development.Abstract
Mathematics lessons often have difficulty in motivating students and making them understand the concepts taught. One creative way to use it is through the use of educational games. The focus of this research is to create an educational game in Unity3D to teach mathematics to class X students. The game "Mathematics Mastermind Challenge: The Quest for Numeria" was created to enhance students' understanding of Mathematics in an exciting way. This research uses research and development (R&D) techniques in the ADDIE format. (Analysis, Design, Development, Implementation, dan Evaluation). From the results of the study, the game was rated "very valid" with a score of 85% and "very practical" with the score of 83.35%. Therefore, it is considered suitable for use in the process of learning Mathematics.Downloads
References
Fahlevi, R., & Yuliani, A. (2021). PENGEMBANGAN GAME EDUKASI CERMAT BERBASIS ANDROID UNTUK MENINGKATKAN KETERAMPILAN PROBLEM SOLVING SISWA SMA PADA MATERI BARISAN DAN DERET GEOMETRI.
Gusriyani, Agussalim, Madaling, & Sam Hermansyah. (2023). PENGARUH PENGGUNAAN VIDEO ANIMASI TERHADAP HASIL BELAJAR SENI BUDAYA SISWA SEKOLAH MENEGAH PERTAMA.
Harris, I., & Isyanti, S. (2021). PENGEMBANGAN GAME EDUKATIF DALAM MENINGKATKAN KEMAMPUAN KEAKSARAAN ANAK USIA DINI. ASGHAR : Journal of Children Studies, 1(1), 82–93. https://doi.org/10.28918/asghar.v1i1.4190
Hasanah, U., Safitri, I., Rukiah, R., & Nasution, M. (2021). Menganalisis Perkembangan Media Pembelajaran Matematika Terhadap Hasil Belajar Berbasis Game. Indonesian Journal of Intellectual Publication, 1(3), 204–211. https://doi.org/10.51577/ijipublication.v1i3.125
Kasim, M. (2018). GAME EDUKASI “MATH RACE” UNTUK MENINGKATKAN MINAT SISWA SMA/SMK BELAJAR MATEMATIKA MENGGUNAKAN METODE LINEAR CONGRUENTIAL GENERATOR. 2(1).
Purwananti, Y. S. (2016). PENINGKATAN KUALITAS PENDIDIKAN SEBAGAI PENCETAK SUMBER DAYA MANUSIA HANDAL.
Rahmani, S., & Lavasani, M. G. (2011). The Relationship Between Internet Dependency with Sensation Seeking and Personality. Procedia - Social and Behavioral Sciences, 30, 272–277. https://doi.org/10.1016/j.sbspro.2011.10.054
RF. Turnip, Rufi’i, & Hari Karyono. (2021). JEMS (Jurnal Edukasi Matematika dan Sains).
Suka Maryana, I. M., Candiasa, I. M., & Waluyo, D. (2019). Pengembangan Game Edukasi Sebagai Media Pembelajaran Deret Bilangan di Sekolah Menengah Atas. Jurnal Pendidikan Matematika Undiksha, 9(2), 19. https://doi.org/10.23887/jjpm.v9i2.19890
Yunus, M., Astuti, I. F., & Khairina, D. M. (2015). Game Edukasi Matematika Untuk Sekolah Dasar. Informatika Mulawarman : Jurnal Ilmiah Ilmu Komputer, 10(2), 59. https://doi.org/10.30872/jim.v10i2.192
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.