Main Article Content

Abstract

This study aims to determine the effect of Discovery Learning Model learning assisted by the CERMAT educational game on mathematical problem-solving skills on the concept of Trigonometry. This type of research is quasi-experimental research using Pretest-Posttest Control Group Design, which is data collection using tests (essays) supported by N-gain data analysis with variance tests to determine the difference in character in each group (experimental and control). The CERMAT educational game media is the main learning media containing student worksheets, and quizzes (formative test questions). This type of educational game is categorised as RPG (Role Playing Game). The subjects of this study consisted of a sample of 59 class X students at SMKN 12 Bandung. The data collection technique used was a pretest-posttest problem-solving skills test in the form of 5 questions about trigonometry material; 2.) student response questionnaire with as many as 20 statements. In the experimental group, the learning used was the discovery learning model assisted by the CERMAT educational game, while the control group only used the discovery learning model without the CERMAT educational game. The results of data analysis show that the average N-Gain test results of 67.9511 or 67,95% are included in the moderately effective category, and the results of the Mann-Whitney Difference Test show that the Discovery Learning Model assisted by the CERMAT Educational Game Media has a significant effect on improving the mathematical problem-solving skills of students in Class X SMKN 12 Bandung which has an impact on improving learning outcomes, especially on the concept of Trigonometry.

Keywords

Discovery Learning Mathematical Problem Solving Ability CERMAT Trigonometry

Article Details

How to Cite
Reza Fahlevi, Eka Firmansyah, & Nani Supriati. (2024). The The Effect of Discovery Learning Model Assisted by CERMAT Educational Game on Mathematical Problem-Solving Ability of Trigonometric . Pasundan Journal of Mathematics Education : Jurnal Pendidikan Matematika, 14(2), 175–183. Retrieved from https://journal.unpas.ac.id/index.php/pjme/article/view/21208

References

  1. 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
  2. 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.
  3. 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
  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
  5. 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
  6. Bowman, S. L. (2013). Social Conflict in Role-Playing Communities : An Exploratory Qualitative Study. 4, 4–25.
  7. Cai, Y., & Li, L. (2006). Immersive protein gaming for bio edutainment. 37(4), 466–475. https://doi.org/10.1177/1046878106293677
  8. 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.
  9. Cultures, G. (2019). The Player as a Hybrid : Agency in Digital. 08, 29–45.
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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.
  20. 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
  21. 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
  22. Laamarti, F., Eid, M., & Saddik, A. El. (2014). An Overview of Serious Games. 2014. https://doi.org/10.1155/2014/358152
  23. 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
  24. 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
  25. 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
  26. 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
  27. 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
  28. 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
  29. 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
  30. 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
  31. 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
  32. 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
  33. 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
  34. Shi, Y., & Shih, J. (2015). Game Factors and Game-Based Learning Design Model. 2015. https://doi.org/10.1155/2015/549684
  35. 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
  36. 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
  37. 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
  38. 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
  39. 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
  40. 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
  41. 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
  42. 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

Similar Articles

<< < 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.