RANCANG BANGUN GAME EDUKASI MATH FRACTION ADVENTURE BERBASIS MOBILE MATA PELAJARAN MATEMATIKA PADA MATERI PECAHAN SISWA KELAS V DI SD AL ISLAM 2 JAMSAREN
DOI:
https://doi.org/10.23969/jp.v11i01.43077Keywords:
Design and Development, Educational Game, Education, Fractions, MobileAbstract
This study aims to design and develop a mobile-based educational game entitled "Math Fraction Adventure" as a mathematics learning medium, particularly on fraction material for fifth-grade students at SD Al Islam 2 Jamsaren, while also assessing its feasibility. This study employed a Research and Development (R&D) method using the ADDIE development model. Data were collected through observation, interviews, questionnaires, and documentation. Functional testing was conducted using Black Box Testing, while feasibility assessment involved media experts, subject matter experts, and educators. All validation results were analyzed using a Likert Scale. The findings revealed that the educational game obtained a feasibility percentage of 90% from media experts and 92% from subject matter experts, both classified under the very feasible category, as well as 76% from educators, classified under the feasible category. Therefore, the educational game "Math Fraction Adventure" is considered feasible to be used as a learning medium to enhance students' understanding of fraction material.
Downloads
References
Alfiyatin, A. N., & Qadri, K. (2025). Systematic literature review: Efektivitas media pembelajaran untuk mendorong kemampuan pemahaman konsep matematis siswa. Jurnal Media Akademik, 3(1). https://doi.org/10.62281/v3i1.1504
Ardiansyah, Risnita, & Jailani, M. S. (2023). Teknik pengumpulan data dan instrumen penelitian ilmiah pendidikan pada pendekatan kualitatif dan kuantitatif. IHSAN: Jurnal Pendidikan Islam, 1(2), 1–9. https://doi.org/10.61104/ihsan.v1i2.57
Astna, M., Trisiana, A., & Azizah, N. (2025). Literasi digital dalam mendukung digital society menuju desa cerdas melalui pendidikan karakter pada Karang Taruna Desa Mlese. JURPIKAT: Jurnal Pengabdian Kepada Masyarakat, 6(2), 719–735. https://doi.org/10.37339/jurpikat.v6i2.2147
Hapsari, A. M. S., & Putra, C. B. A. (2022). System design of tracer study development in higher education. Jurnal Teknologi Informasi Dan Pendidikan, 15(1).
Lestari, N. A., Trisiana, A., & Rizkasari, E. (2025). Analisis kemampuan pemecahan masalah dalam menyelesaikan soal matematika materi KPK dan FPB berbasis HOTS peserta didik kelas IV SD Negeri Ngandul 1 tahun pelajaran 2024/2025. Pendas: Jurnal Ilmial Pendidikan Dasar, 10(September).
Lisnaini, W., Hendri, N., Novrianti, & Anugrah, S. (2024). Pengaruh penggunaan game edukasi terhadap motivasi belajar siswa kelas XI di SMA Negeri 1 Kabun. IMEJ: Indo-MathEdu Intellectuals Journal, 5(5), 6293–6300. https://doi.org/10.54373/imeij.v5i5.1987
Nasri, Z. (2024). Peran permainan edukatif dalam meningkatkan minat dan motivasi belajar matematika. Jurnal Ilmiah IPA Dan Matematika (JIIM), 2(4), 89–94. https://doi.org/10.61116/jiim.v2i4.482
Pratama, R. A. A., Mahmud, Aprizal, Y., Syaftriandi, M. J., Setiawan, E., & Rieni, N. E. (2023). Penerapan metode black box dalam pengujian aplikasi informasi stok barang pada PT. Trimega Jaya Medika berbasis web. Jurnal Teknlogi Informatika Dan Komputer, 9(1), 174–183. https://doi.org/10.37012/jtik.v9i1.1411
Putra, A. W., Supeni, S., & Hapsari, A. M. S. (2024). Perancangan game edukasi “GEMA” berbasis mobile pada mata pelajaran matematika materi bangun datar kelas IV B di SD Negeri Mojosongo III. LOFIAN: Jurnal Teknologi Informasi Dan Komunikasi, 4(1), 70–76. https://doi.org/10.58918/lofian.v4i1.267
Riastuti, R. D., & Febrianti, Y. (2021). Pengembangan bahan ajar morfologi tumbuhan berbasis lingkungan di STKIP PGRI Lubuklinggau. Pro-Life, 8(2), 178–191. https://doi.org/10.33541/pro-life.v8i2.3212
Sakinah, Zean, M., Alwadia, R., Ardhiansyah, R., Rahman, M. J., & Mubarik. (2024). Pengembangan game my trip math adventure berbasis android untuk meningkatkkan kemampuan literasi numerasi siswa sekolah dasar. JRIP: Jurnal Riset Dan Inovasi Pembelajaran, 4(2), 1438–1447. https://doi.org/10.51574/jrip.v4i2.1990
Shabrina, A., Putri, R., & Khairi, A. (2025). Pentingnya pemilihan media pembelajaran yang tepat untuk meningkatkan hasil belajar siswa. Zaheen: Jurnal Pendidikan, Agama Dan Budaya, 1(2), 120–131.
Sugiyono. (2019). Metode penelitian kuantitatif kualitatif dan R&D. Alfabeta.
Suryaman, & Suryanti, Y. (2022). Pengembangan media video animasi berbasis Plotagon dan CapCut untuk meningkatkan hasil belajar kognitif siswa kelas II sekolah dasar. Jurnal Cakrawala Pendas, 8(3), 841–850. https://doi.org/10.31949/jcp.v8i3.2575
Susanti, D., Hasan, F. N., Khira, N., & Astuti, N. (2024). Pemanfaatan media pembelajaran interaktif berbasis game edukasi sebagai stimulus dalam meningkatkan minat belajar peserta didik sekolah dasar. Jurnal Handayani, 15(2), 380–392. https://doi.org/10.24114/jh.v15i2.64484
Sutoyo, & Trisiana, A. (2020). Innovation of development of the contextual and value clarification technique (CVCT) in learning citizenship education in Indonesia. Humanities & Social Sciences Reviews, 8(2), 844–853.
Trisiana, A. (2020). Digital literation models for character education in globalization era. Humanities & Social Sciences Reviews, 8(1), 522–531.
Trisiana, A., Sari, A. F., & Prastyo, D. (2026). Analysis and potential of Mlese Village in realising digital literacy through the smart village application in the context of implementing educational innovation. Engagement: Jurnal Pengabdian Kepada Masyarakat, 10(01), 28–38.
Vareno, Y., Trisiana, A., & Restuningsih, A. (2025). Analisis penggunaan media kartu kata bergambar terhadap keterampilan membaca dan numerasi siswa kelas 1 di SD Negeri Gandekan Surakarta tahun ajaran 2023/2024. PRIMED: Primary Education Journal Atau Jurnal Ke-Sdan, 5(1), 145–150.
Wardana, S. K., Sufa, F. F., & Hapsari, A. M. S. (2023). Rancang bangun game edukasi ‘Den Sarwo’ berbasis mobile mata pelajaran Bahasa Jawa materi Aksara Jawa di kelas IVb SD Negeri Mojosongo 3. Jurnal Teknologi Informasi Dan Komunikasi Sinar Nusantara, 11(1). https://doi.org/10.30646/tikomsin.v11i2.773
Wijaya, E. Y., Aini, N., Nur, S., Azizah, A., & Budiarti, I. (2022). Pengembangan goalpro education game: Mobile gamification learning system (MGLS) untuk meningkatkan motivasi belajar model ARCS (Attention, Relevance, Confidence, Satisfaction). Jurnal Ilmiah Edutic, 8(2), 109–116. https://doi.org/10.21107/edutic.v8i2.13026
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

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