PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS GAME EDUKASI “MATH ADVENTURE” UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA SEKOLAH DASAR

Authors

  • Alif Dhanti Amanda Universitas Negeri Semarang
  • Titi Prihatin Universitas Negeri Semarang

DOI:

https://doi.org/10.23969/jp.v10i02.26916

Keywords:

educational game, interactive multimedia, learning motivation, mathematics learning

Abstract

This study aims to develop an interactive multimedia in the form of an educational game titled Math Adventure to enhance elementary school students' learning motivation, particularly in mathematics subjects covering Pictogram and Bar Chart topics. The background of the study stems from the low learning motivation among students, which is attributed to conventional teaching methods and teachers' limited use of technology-based media. This research employs the Research and Development (R&D) method using the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The product was developed using Construct 2 software and validated by media and content experts before being tested on fourth-grade students at SD Negeri Krengseng 01. Validation results indicate that the media is highly suitable for use, with average validation scores of 4.78 for media and 4.46 for content, both classified as "very good". The practicality of the media was assessed based on student responses, showing an average score of 90.70%, indicating that the media is highly practical. Effectiveness testing was conducted using N-Gain analysis based on pretest and posttest results on learning motivation, yielding an average N-Gain score of 0.4914, categorized as moderate effectiveness. These findings demonstrate that Math Adventure is not only feasible and practical to use but also moderately effective in enhancing students’ motivation in learning mathematics. Therefore, this educational game can serve as an innovative alternative solution for teaching mathematics in elementary schools.

Downloads

Download data is not yet available.

References

Alfian Lutfi Rohmatulloh, U. Z. (2020). PENGEMBANGAN MEDIA GAME EDUKASI MATH ADVENTURE BERBASIS ANDROID PADA MATERI PERKALIAN DAN PEMBAGIAN PECAHAN KELAS V SEKOLAH DASAR.

Nursolehatun, T. (2021). Pengembangan media Maze Adventure Game untuk meningkatkan prestasi dan minat belajar matematika. Didactica: Jurnal Kajian Pendidikan dan Pembelajaran, 1(1), 21–26.

Anderson, R. &. (2022). The impact of technology on problem-solving skills in mathematics education. Journal of Educational Technology, 45-59.

Association for Educational Communications and Technology (AECT). . (1977). Educational Technology: Definition and Glossary of Term. Washington, DC: AECT.

Darroini R, Rahmawati l. (n.d.). PENGEMBANGAN MEDIA GAME EDUKASI “MathCha Adventure” BERBASIS ANDROID PADA MATA PELAJARAN MATEMATIKA MATERI BANGUN DATAR KELAS II SD.

Hamari, Juho, Koivisto, Jonna, Sarsa, Harri. (2014). Does Gamification Work? -A Literature Review of Empirical Studies on Gamification. Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE Computer Society.

Khoiro D, S. A. (2023). Penerapan Media Pembelajaran Bamboozle dalam Meningkatkan Motivasi Belajar pada Siswa Kelas X di SMAN 1 Pamarayan.

Sardiman, A. M. (2018). Interaksi dan Motivasi Belajar Mengajar. Rajawali Pers.

Kurnia Sari N, H. N. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline Tematik Terhadap Minat Belajar Siswa Kelas 4 SD. JP2, 122-130.

kusumawati, L. D. (2021). KELAYAKAN MULTIMEDIA PEMBELAJARAN INTERAKTIF DALAM MEMOTIVASI SISWA BELAJAR MATEMATIKA. kwangsan: Jurnal Teknologi Pendidikan, 31.

Nizzar M, M. S. (2022). Efektifitas Media Pembelajaran Game interaktif Berbasis Power Point Untuk Meningkatkan Motivasi Belajar Siswa Kelas V SD.

Rizqo N, M. H. (2020). PENGEMBANGAN MEDIA ULAR TANGGA MATEMATIKA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS 2 SEKOLAH DASAR .

urniawan, F. Y., Siahaan, S. M., & Hartono, H. . (2020). Pengembangan multimedia interaktif berbasis adventure game pada materi prinsip animasi. Jurnal Inovasi Teknologi Pendidikan, 198-207.

Larisa, A. P. (2024). Pengaruh Penggunaan Game Edukasi Interaktif pada Materi Perkalian terhadap Peningkatan Hasil Belajar Siswa Kelas 4 SD. Jurnal Pendidikan Interaktif, 45– 58.

Munir. (2012). Multimedia: Konsep & Aplikasi dalam Pendidikan. Alfabeta.

Nastiti, F. E. (2020). Kesiapan pendidikan Indonesia menghadapi era society 5.0. Jurnal Kajian Teknologi Pendidikan, 61–66.

Nurkholis, A. (2013). Pendidikan dalam upaya memajukan teknologi. Jurnal Kependidikan, 23– 28.

Permata, C. A. M., & Kristanto, Y. D. . (2020). Desain Pembelajaran Matematika Berbasis Gamifikasi untuk Meningkatkan Minat Belajar Siswa. JNPM (Jurnal Nasional Pendidikan Matematika),, 279-291.

Pujiasih, S. (2020). Pendidikan sebagai dasar menghadapi era Society 5.0. Jurnal Pendidikan dan Pembelajaran, 45-56.

Seels, B. B., & Richey, R. C. (1994). Instructional Technology: The Definition and Domains of the Field. Washington, DC: AECT.

Sinamo, B. (2010). Desain Pembelajaran Dick & Carey.

Mayer, R. E. (2001). Multimedia Learning. Cambridge University Press

Adrian, Q. J., & Apriyanti, A. (2019). Game Edukasi Pembelajaran Matematika Untuk Anak SD Kelas 1 Dan 2 Berbasis Android. Jurnal Teknoinfo, 51–54.

Downloads

Published

2025-06-13