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References
- Abdullah, F. S., & Yunianta, T. N. H. (2018). Pengembangan Media Pembelajaran Matematika Trigo Fun Berbasis Game Edukasi Menggunakan Adobe Animate Pada Materi Trigonometri. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 7(3), 434–443. https://doi.org/10.24127/ajpm.v7i3.1586
- Aisyah, P. N., Nurani, N., Akbar, P., & Yuliani, A. (2018). Analisis Hubungan Kemampuan Pemecahan Masalah Matematis dan Self Confidence Siswa SMP. Journal on Education, 1(1), 58–65.
- Akcaoglu, M. (2014). Learning problem-solving through making games at the game design and learning summer program. Educational Technology Research and Development, 62(5), 583–600. https://doi.org/10.1007/s11423-014-9347-4
- Aripin, U., Purwasih, R., Dwi, F., & Santana, T. (2020). Transfer Iptek Mathematic Realistic Worksheet Berbasis Information and Communication Technology Kepada Guru-Guru SDIT Dalam Rangka Meningkatkan Keterampilan Matematis Pada Konsep Geometris. JPM (Jurnal Pemberdayaan Masyarakat), 5(1), 380–387. https://doi.org/10.21067/jpm.v5i1.3548
- Baytak, A., & Land, S. M. (2010). A case study of educational game design by kids and for kids. Procedia Social and Behavioral Sciences, 2(2), 5242–5246. https://doi.org/10.1016/j.sbspro.2010.03.853
- Bowman, S. L. (2013). Social Conflict in Role-Playing Communities : An Exploratory Qualitative Study. 4, 4–25.
- Cai, Y., & Li, L. (2006). Immersive protein gaming for bio edutainment. 37(4), 466–475. https://doi.org/10.1177/1046878106293677
- Coutinho, L. R., Galvão, V. M., Abreu, A. De, Jr, B., Moraes, B. R. S., & Fraga, M. R. M. (2015). Organizational Gameplay : The Player as Designer of Character Organizations. 2015.
- Cultures, G. (2019). The Player as a Hybrid : Agency in Digital. 08, 29–45.
- Dindar, M. (2018). An empirical study on gender, video game play, academic success and complex problem solving skills. Computers & Education, 125, 39–52. https://doi.org/https://doi.org/10.1016/j.compedu.2018.05.018
- Erol, O., & Çırak, N. S. (2022). The effect of a programming tool scratch on the problem-solving skills of middle school students. Education and Information Technologies, 27(3), 4065–4086. https://doi.org/10.1007/s10639-021-10776-w
- Fahlevi, R., & Yuliani, A. (2021). Pengambangan Game Edukasi CERMAT Berbasis Android Untuk Meningkatkan Keterampilan Problem Solving Siswa SMA Pada Materi Barisan dan Deret Geometri. JPMI (Jurnal Pembelajaran Matematika Inovatif), 4(5), 1191–1204. https://doi.org/10.22460/jpmi.v4i5.1191-1204
- Fitrianna, A. Y., Purwasih, R., & Aripin, U. (2018). Faktor Self Efficacy Siswa SMP pada Implementasi Workhsheet Berbasis ICT di Kabupaten Bandung Barat. 6, 364–370. https://doi.org/10.22460/p2m.v2i1p120-127.171
- Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging Games Help Students Learn: An Empirical Study on Engagement, Flow and Immersion in Game-Based Learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
- Hooshyar, D., Ahmad, R. B., Yousefi, M., Fathi, M., Horng, S.-J., & Lim, H. (2016). Applying an online game-based formative assessment in a flowchart-based intelligent tutoring system for improving problem-solving skills. Computers & Education, 94, 18–36. https://doi.org/https://doi.org/10.1016/j.compedu.2015.10.013
- Hou, H.-T., & Li, M.-C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29–38. https://doi.org/https://doi.org/10.1016/j.chb.2013.07.052
- Hwang, G. J., Hung, C. M., & Chen, N. S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research and Development, 62(2), 129–145. https://doi.org/10.1007/s11423-013-9320-7
- Ingram, N., Pratt, K., & Williamson-Leadley, S. (2018). Using Show and Tell Apps to Engage Students in Problem-Solving in the Mathematics Classroom BT - Using Mobile Technologies in the Teaching and Learning of Mathematics (N. Calder, K. Larkin, & N. Sinclair (eds.); pp. 301–316). Springer International Publishing. https://doi.org/10.1007/978-3-319-90179-4_17
- Irsa, D., Wiryasaputra, R., & Primaini, S. (2015). Perancangan Aplikasi Game Edukasi Pembelajaran Anak Usia Dini Menggunakan Linear Congruent Method (LCM) Berbasis Android. Jurnal Informatika Global, 6(1), 7–14.
- Kemendikbudristek BSKAP. (2022). Salinan Keputusan Kepala Badan Standar, Kurikulum, dan Asesmen Pendidikan, Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Nomor 008/H/KR/2022 Tentang Capaian Pembelajaran Pada Pendidikan Anak Usia Dini Jenjang Pendidikan Dasar dan Jenjang Pendid. In Kemendikbudristek (Issue 021). Laman litbang.kemdikbud.go.id
- Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. https://doi.org/https://doi.org/10.1016/j.iheduc.2004.12.001
- Laamarti, F., Eid, M., & Saddik, A. El. (2014). An Overview of Serious Games. 2014. https://doi.org/10.1155/2014/358152
- Liu, C.-C., Cheng, Y.-B., & Huang, C.-W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907–1918. https://doi.org/https://doi.org/10.1016/j.compedu.2011.04.002
- Liu, X., Gu, J., & Xu, J. (2024). The impact of the design thinking model on pre-service teachers’ creativity self-efficacy, inventive problem-solving skills, and technology-related motivation. International Journal of Technology and Design Education, 34(1), 167–190. https://doi.org/10.1007/s10798-023-09809-x
- MacFarland, T. W., & Yates, J. M. (2016). Mann–Whitney U Test BT - Introduction to Nonparametric Statistics for the Biological Sciences Using R (T. W. MacFarland & J. M. Yates (eds.); pp. 103–132). Springer International Publishing. https://doi.org/10.1007/978-3-319-30634-6_4
- Maharani, S., & Bernard, M. (2018). Analisis Hubungan Resiliensi Matematik Terhadap Kemampuan Pemecahan Masalah Siswa Pada Materi Lingkaran. JPMI (Jurnal Pembelajaran Matematika Inovatif), 1(5), 819–826. https://doi.org/10.22460/jpmi.v1i5.p819-826
- Mardhotillah, H., & Rakimahwati, R. (2021). Pengembangan Game Interaktif Berbasis Android untuk Meningkatkan Kemampuan Membaca Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(2), 779–792. https://doi.org/10.31004/obsesi.v6i2.1361
- Naimah, J., Winarni, D. S., & Widiyawati, Y. (2019). Pengembangan Game Edukasi Science Adventure untuk Meningkatkan Keterampilan Pemecahan Masalah Siswa. Jurnal Pendidikan Sains Indonesia, 7(2), 91–100. https://doi.org/10.24815/jpsi.v7i2.14462
- Ningsih, S. C., & Pramaeda, T. D. O. (2020). Efektivitas Model Pembelajaran Discovery Learning Berbantuan E-Learning Ditinjau Dari Kemampuan Pemecahan Masalah. AKSIOMA : Jurnal Matematika Dan Pendidikan Matematika, 11(1), 116–130. https://doi.org/10.26877/aks.v11i1.5576
- Nissen, J. M., Talbot, R. M., Nasim Thompson, A., & Van Dusen, B. (2018). Comparison of normalized gain and Cohen’s d for analyzing gains on concept inventories. Physical Review Physics Education Research, 14(1), 10115. https://doi.org/10.1103/PhysRevPhysEducRes.14.010115
- Oyesiku, D., Adewumi, A., Misra, S., Ahuja, R., Damasevicius, R., & Maskeliunas, R. (2018). An Educational Math Game for High School Students in Sub-Saharan Africa. In Communications in Computer and Information Science (Vol. 942). Springer International Publishing. https://doi.org/10.1007/978-3-030-01535-0_17
- Perme, M. P., & Manevski, D. (2018). Confidence intervals for the Mann–Whitney test. Statistical Methods in Medical Research, 28(12), 3755–3768. https://doi.org/10.1177/0962280218814556
- Sari, N. M., Yaniawati, P., Firmansyah, E., Mubarika, M. P., Assegaff, N., & Purwanti, N. S. A. (2023). Pelatihan pembuatan storyboard dan games interaktif untuk guru dan mahasiswa magister pendidikan matematika. Transformasi: Jurnal Pengabdian Masyarakat, 19(1), 153–166. https://doi.org/10.20414/transformasi.v19i1.6724
- Shi, Y., & Shih, J. (2015). Game Factors and Game-Based Learning Design Model. 2015. https://doi.org/10.1155/2015/549684
- Sumartini, T. S. (2016). Peningkatan Kemampuan Pemecahan Masalah Matematis Siswa melalui Pembelajaran Berbasis Masalah. Jurnal Pendidikan Matematika STKIP Garut, 5. http://jurnal.upmk.ac.id/index.php/jumlahku/article/view/139
- Suryawirawati, I. G., Ramdhan, B., & Juhanda, A. (2018). Analisis Penurunan Miskonsepsi Siswa Pada Konsep Pemanasan Global Dengan Tes Diagnostik (Two-Tier Test) Setelah Pembelajaran Predict-Observe-Explain (Poe). Journal Of Biology Education, 1(1), 93. https://doi.org/10.21043/jobe.v1i1.3361
- Ukobizaba, F., Nizeyimana, G., & Mukuka, A. (2021). Assessment Strategies for Enhancing Students’ Mathematical Problem-solving Skills: A Review of Literature. Eurasia Journal of Mathematics, Science and Technology Education, 17(3), 1–10. https://doi.org/10.29333/ejmste/9728
- Widiyawati, Y. (2017). Pemanfaatan Media Pembelajaran IPA Bagi Peserta Didik Dengan Visual Impairment di SLB. JIPVA (Jurnal Pendidikan IPA Veteran), 1(1), 9. https://doi.org/10.31331/jipva.v1i1.510
- Yarrow, N., Afkar, R., Masood, E., & Gauthier, B. (2020). Measuring the Quality of MoRA’s Education Services. In World Bank (Issue november). https://doi.org/10.1596/34808
- Yılmaz, E., & Griffiths, M. D. (2023). Children’s social problem-solving skills in playing videogames and traditional games: A systematic review. Education and Information Technologies, 28(9), 11679–11712. https://doi.org/10.1007/s10639-023-11663-2
- Yu, Z., Gao, M., & Wang, L. (2020). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research, 59(3), 522–546. https://doi.org/10.1177/0735633120969214
- Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically , effectively , and enjoyably : A review of educational games. March, 186–195. https://doi.org/10.1002/hbe2.188
References
Abdullah, F. S., & Yunianta, T. N. H. (2018). Pengembangan Media Pembelajaran Matematika Trigo Fun Berbasis Game Edukasi Menggunakan Adobe Animate Pada Materi Trigonometri. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 7(3), 434–443. https://doi.org/10.24127/ajpm.v7i3.1586
Aisyah, P. N., Nurani, N., Akbar, P., & Yuliani, A. (2018). Analisis Hubungan Kemampuan Pemecahan Masalah Matematis dan Self Confidence Siswa SMP. Journal on Education, 1(1), 58–65.
Akcaoglu, M. (2014). Learning problem-solving through making games at the game design and learning summer program. Educational Technology Research and Development, 62(5), 583–600. https://doi.org/10.1007/s11423-014-9347-4
Aripin, U., Purwasih, R., Dwi, F., & Santana, T. (2020). Transfer Iptek Mathematic Realistic Worksheet Berbasis Information and Communication Technology Kepada Guru-Guru SDIT Dalam Rangka Meningkatkan Keterampilan Matematis Pada Konsep Geometris. JPM (Jurnal Pemberdayaan Masyarakat), 5(1), 380–387. https://doi.org/10.21067/jpm.v5i1.3548
Baytak, A., & Land, S. M. (2010). A case study of educational game design by kids and for kids. Procedia Social and Behavioral Sciences, 2(2), 5242–5246. https://doi.org/10.1016/j.sbspro.2010.03.853
Bowman, S. L. (2013). Social Conflict in Role-Playing Communities : An Exploratory Qualitative Study. 4, 4–25.
Cai, Y., & Li, L. (2006). Immersive protein gaming for bio edutainment. 37(4), 466–475. https://doi.org/10.1177/1046878106293677
Coutinho, L. R., Galvão, V. M., Abreu, A. De, Jr, B., Moraes, B. R. S., & Fraga, M. R. M. (2015). Organizational Gameplay : The Player as Designer of Character Organizations. 2015.
Cultures, G. (2019). The Player as a Hybrid : Agency in Digital. 08, 29–45.
Dindar, M. (2018). An empirical study on gender, video game play, academic success and complex problem solving skills. Computers & Education, 125, 39–52. https://doi.org/https://doi.org/10.1016/j.compedu.2018.05.018
Erol, O., & Çırak, N. S. (2022). The effect of a programming tool scratch on the problem-solving skills of middle school students. Education and Information Technologies, 27(3), 4065–4086. https://doi.org/10.1007/s10639-021-10776-w
Fahlevi, R., & Yuliani, A. (2021). Pengambangan Game Edukasi CERMAT Berbasis Android Untuk Meningkatkan Keterampilan Problem Solving Siswa SMA Pada Materi Barisan dan Deret Geometri. JPMI (Jurnal Pembelajaran Matematika Inovatif), 4(5), 1191–1204. https://doi.org/10.22460/jpmi.v4i5.1191-1204
Fitrianna, A. Y., Purwasih, R., & Aripin, U. (2018). Faktor Self Efficacy Siswa SMP pada Implementasi Workhsheet Berbasis ICT di Kabupaten Bandung Barat. 6, 364–370. https://doi.org/10.22460/p2m.v2i1p120-127.171
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging Games Help Students Learn: An Empirical Study on Engagement, Flow and Immersion in Game-Based Learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
Hooshyar, D., Ahmad, R. B., Yousefi, M., Fathi, M., Horng, S.-J., & Lim, H. (2016). Applying an online game-based formative assessment in a flowchart-based intelligent tutoring system for improving problem-solving skills. Computers & Education, 94, 18–36. https://doi.org/https://doi.org/10.1016/j.compedu.2015.10.013
Hou, H.-T., & Li, M.-C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29–38. https://doi.org/https://doi.org/10.1016/j.chb.2013.07.052
Hwang, G. J., Hung, C. M., & Chen, N. S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research and Development, 62(2), 129–145. https://doi.org/10.1007/s11423-013-9320-7
Ingram, N., Pratt, K., & Williamson-Leadley, S. (2018). Using Show and Tell Apps to Engage Students in Problem-Solving in the Mathematics Classroom BT - Using Mobile Technologies in the Teaching and Learning of Mathematics (N. Calder, K. Larkin, & N. Sinclair (eds.); pp. 301–316). Springer International Publishing. https://doi.org/10.1007/978-3-319-90179-4_17
Irsa, D., Wiryasaputra, R., & Primaini, S. (2015). Perancangan Aplikasi Game Edukasi Pembelajaran Anak Usia Dini Menggunakan Linear Congruent Method (LCM) Berbasis Android. Jurnal Informatika Global, 6(1), 7–14.
Kemendikbudristek BSKAP. (2022). Salinan Keputusan Kepala Badan Standar, Kurikulum, dan Asesmen Pendidikan, Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Nomor 008/H/KR/2022 Tentang Capaian Pembelajaran Pada Pendidikan Anak Usia Dini Jenjang Pendidikan Dasar dan Jenjang Pendid. In Kemendikbudristek (Issue 021). Laman litbang.kemdikbud.go.id
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. https://doi.org/https://doi.org/10.1016/j.iheduc.2004.12.001
Laamarti, F., Eid, M., & Saddik, A. El. (2014). An Overview of Serious Games. 2014. https://doi.org/10.1155/2014/358152
Liu, C.-C., Cheng, Y.-B., & Huang, C.-W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907–1918. https://doi.org/https://doi.org/10.1016/j.compedu.2011.04.002
Liu, X., Gu, J., & Xu, J. (2024). The impact of the design thinking model on pre-service teachers’ creativity self-efficacy, inventive problem-solving skills, and technology-related motivation. International Journal of Technology and Design Education, 34(1), 167–190. https://doi.org/10.1007/s10798-023-09809-x
MacFarland, T. W., & Yates, J. M. (2016). Mann–Whitney U Test BT - Introduction to Nonparametric Statistics for the Biological Sciences Using R (T. W. MacFarland & J. M. Yates (eds.); pp. 103–132). Springer International Publishing. https://doi.org/10.1007/978-3-319-30634-6_4
Maharani, S., & Bernard, M. (2018). Analisis Hubungan Resiliensi Matematik Terhadap Kemampuan Pemecahan Masalah Siswa Pada Materi Lingkaran. JPMI (Jurnal Pembelajaran Matematika Inovatif), 1(5), 819–826. https://doi.org/10.22460/jpmi.v1i5.p819-826
Mardhotillah, H., & Rakimahwati, R. (2021). Pengembangan Game Interaktif Berbasis Android untuk Meningkatkan Kemampuan Membaca Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(2), 779–792. https://doi.org/10.31004/obsesi.v6i2.1361
Naimah, J., Winarni, D. S., & Widiyawati, Y. (2019). Pengembangan Game Edukasi Science Adventure untuk Meningkatkan Keterampilan Pemecahan Masalah Siswa. Jurnal Pendidikan Sains Indonesia, 7(2), 91–100. https://doi.org/10.24815/jpsi.v7i2.14462
Ningsih, S. C., & Pramaeda, T. D. O. (2020). Efektivitas Model Pembelajaran Discovery Learning Berbantuan E-Learning Ditinjau Dari Kemampuan Pemecahan Masalah. AKSIOMA : Jurnal Matematika Dan Pendidikan Matematika, 11(1), 116–130. https://doi.org/10.26877/aks.v11i1.5576
Nissen, J. M., Talbot, R. M., Nasim Thompson, A., & Van Dusen, B. (2018). Comparison of normalized gain and Cohen’s d for analyzing gains on concept inventories. Physical Review Physics Education Research, 14(1), 10115. https://doi.org/10.1103/PhysRevPhysEducRes.14.010115
Oyesiku, D., Adewumi, A., Misra, S., Ahuja, R., Damasevicius, R., & Maskeliunas, R. (2018). An Educational Math Game for High School Students in Sub-Saharan Africa. In Communications in Computer and Information Science (Vol. 942). Springer International Publishing. https://doi.org/10.1007/978-3-030-01535-0_17
Perme, M. P., & Manevski, D. (2018). Confidence intervals for the Mann–Whitney test. Statistical Methods in Medical Research, 28(12), 3755–3768. https://doi.org/10.1177/0962280218814556
Sari, N. M., Yaniawati, P., Firmansyah, E., Mubarika, M. P., Assegaff, N., & Purwanti, N. S. A. (2023). Pelatihan pembuatan storyboard dan games interaktif untuk guru dan mahasiswa magister pendidikan matematika. Transformasi: Jurnal Pengabdian Masyarakat, 19(1), 153–166. https://doi.org/10.20414/transformasi.v19i1.6724
Shi, Y., & Shih, J. (2015). Game Factors and Game-Based Learning Design Model. 2015. https://doi.org/10.1155/2015/549684
Sumartini, T. S. (2016). Peningkatan Kemampuan Pemecahan Masalah Matematis Siswa melalui Pembelajaran Berbasis Masalah. Jurnal Pendidikan Matematika STKIP Garut, 5. http://jurnal.upmk.ac.id/index.php/jumlahku/article/view/139
Suryawirawati, I. G., Ramdhan, B., & Juhanda, A. (2018). Analisis Penurunan Miskonsepsi Siswa Pada Konsep Pemanasan Global Dengan Tes Diagnostik (Two-Tier Test) Setelah Pembelajaran Predict-Observe-Explain (Poe). Journal Of Biology Education, 1(1), 93. https://doi.org/10.21043/jobe.v1i1.3361
Ukobizaba, F., Nizeyimana, G., & Mukuka, A. (2021). Assessment Strategies for Enhancing Students’ Mathematical Problem-solving Skills: A Review of Literature. Eurasia Journal of Mathematics, Science and Technology Education, 17(3), 1–10. https://doi.org/10.29333/ejmste/9728
Widiyawati, Y. (2017). Pemanfaatan Media Pembelajaran IPA Bagi Peserta Didik Dengan Visual Impairment di SLB. JIPVA (Jurnal Pendidikan IPA Veteran), 1(1), 9. https://doi.org/10.31331/jipva.v1i1.510
Yarrow, N., Afkar, R., Masood, E., & Gauthier, B. (2020). Measuring the Quality of MoRA’s Education Services. In World Bank (Issue november). https://doi.org/10.1596/34808
Yılmaz, E., & Griffiths, M. D. (2023). Children’s social problem-solving skills in playing videogames and traditional games: A systematic review. Education and Information Technologies, 28(9), 11679–11712. https://doi.org/10.1007/s10639-023-11663-2
Yu, Z., Gao, M., & Wang, L. (2020). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research, 59(3), 522–546. https://doi.org/10.1177/0735633120969214
Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically , effectively , and enjoyably : A review of educational games. March, 186–195. https://doi.org/10.1002/hbe2.188