scholarly journals Education Game based on Timor Local Wisdom as an Android-Based Mathematics Learning Media

2020 ◽  
Vol 11 (2) ◽  
pp. 227-246
Author(s):  
Sulasri Suddin ◽  
Yohanis Ndapa Deda

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.

2020 ◽  
Vol 1 (2) ◽  
pp. 59-74
Author(s):  
Putri Utami Suseno ◽  
Yamin Ismail ◽  
Sumarno Ismail

This article discusses the development of mathematics learning media in the form of interactive multimedia-based videos. Media development was carried out for learning flat-plane geometry on the topic of kites. The media development method used a descriptive approach through 3 stages, namely defining, designing, and developing by involving students of SMP Negeri 3 Gorontalo as research subjects. The multimedia-based interactive video learning media produced was declared valid based on expert judgment both in terms of media and on material substance. In its application, there was a positive response from more than 70% of students who took part in the learning process. This shows that the multimedia-based interactive video learning media is good and suitable for use as a medium for learning mathematics.


Author(s):  
Hastuti Wibowo ◽  
Syamsurizal Syamsurizal ◽  
Upik Yelianti

Research and development of interactive multimedia development model is adapted from Lee & Owens;the steps were analysis, design, development, implementation, and evaluation. The results of learningmaterials proportion analysis based curriculum: tissues: organs: totipotensi was 40%: 40%: 20%. Theresults of need analysis of science process skills indicated that students are lack of ability in terms ofgrouping and concluding skill. The analysis also reveals that students need multimedia, which isinteresting and aesthetics. In the design phase, developers create a storyboard based on the results of theanalysis. In development stage, we input all information in storyboard to the media. According to mediaexperts, the product is scored well and very well. Trials phase is conducted in a small groups and largegroups. The results of tests shows that the skills of students increased from 69.34 to 89.30, and knowledgeof students also increased from 75.7 to 91.9. The effectiveness of interactive multimedia structure andfunction of plant tissue seen by the changes in knowledge, performance, and the positive response ofstudents using interactive multimedia and facilitate students doing science process skills.


2017 ◽  
Vol 7 (1) ◽  
pp. 36-56 ◽  
Author(s):  
Bruce M. McLaren ◽  
Deanne M. Adams ◽  
Richard E. Mayer ◽  
Jodi Forlizzi

Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studes in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The empirical study reported in this paper provides evidence that a mathematics educational game can provide superior learning opportunities, as well as be more engaging. In a study involving 153 students from two middle schools, 70 students learned about decimals from playing an educational game—Decimal Point—whereas 83 students learned the same content by a more conventional, computer-based approach. The game led to significantly better gain scores in solving decimal problems, on both an immediate (d = .43) and delayed (d = .37) posttest and was rated as significantly more enjoyable (d = .95). Low prior knowledge students especially benefitted from the game. This paper also summarizes the game's design characteristics.


Author(s):  
Sutri Theo Lija Sidabutar

This study aims to 1) determine the validity of the Mathematics learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach; 2) determine the effectiveness of the Mathematics Learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach. The method used in this research is research and development or research and development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subject of this research is grade VIII-4 SMP St. Petrus Medan with 32 students. The type of data used is qualitative data and quantitative data. Based on data processing and discussion, the data obtained from the material expert validation results with a percentage of 85.4% are in the category of very valid, while the results of the validation of media experts with an average percentage of 87.3% are in the category of very valid so that the mathematics learning CD is said to be very valid . The effectiveness of mathematics learning CD assisted by geometer's sketchpad software with constructivism approach based on Jean Piaget's Theory can be seen from the following assessments: 1) Positive responses assessed by students with an average percentage of positive responses of 88.88% with a very positive category, and responses teachers with an average percentage of 84% with a positive category; 2) the results of observations of teacher activities in managing learning using CDs learning mathematics with an average percentage of 89.73% with very good categories and the results of observations of student activities with an average percentage of 86.66% with very good categories; 3) the test results of student learning outcomes is obtained classical completeness of 84.37% with a very high category. Based on these assessments it can be concluded that the use of mathematics learning CDs assisted by geometer’s sketchpad software with Jean Piaget's theory-based constructivism approach is valid and effective in the learning process.


2020 ◽  
Vol 30 (2) ◽  
pp. 99-108
Author(s):  
Rendy Putra Pratama ◽  
Rochmawati Rochmawati

Learning media is believed to be one of the important parts of the learning process, especially computer-based media. This study aims to develop a computer game-based media Make a Match and to analyze its feasibility as a media enrichment. This study provided a type of educational Research and Development (RD) by referring to the model of development ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The result of validations by material experts, linguists, and media experts showed thatthe average worthiness of assessment was 86,27%. The average percentage revealed the number of 90,1% in the material aspect, 81,4% in the linguistics aspect, and 86,7% in the media aspect. Therefore, this computer based-game is very decent to be used as amedia enrichment for students. 


2018 ◽  
Vol 1 (2) ◽  
pp. 127
Author(s):  
Desta Evira Nosa ◽  
Farida Farida

The purpose of this research is to produce the product in the form of audio-visual learning media using Wingeom and Camtasia Studio and to know the learner's response to audiovisual learning media using Wingeom and Camtasia Studio. This research uses research and development method. Learning media development procedure is done through several stages: (1) Analysis in the form of curriculum analysis, characteristic analysis of learners and technology analysis. (2) Design  in the form in the media and the preparation of instruments. (3) Development in the form of media creation process until media validation. (4) Implementation in the form of product testing to learners. (5) Evaluation. This research produces a mathematics learning media that has been declared valid and suitable to be used as a medium of mathematics learning by material experts, media experts, and linguists. From the results of validation by experts, then obtained average percentage of 91% with very good criteria. In the test results the average learner responded well with a percentage of 86%. So it can be concluded that the resulting audiovisual media is considered feasible to be used as a medium of learning mathematics.


2021 ◽  
Vol 11 (1) ◽  
pp. 16-25
Author(s):  
Karseno ◽  
Sariyasa ◽  
I.G. Astawan

Online learning during this pandemic has an impact on students' low mathematics learning outcomes caused by the difficulty of teachers in explaining the material and the lack of learning media. This development research aimed to develop a valid and practical educational game media Android-based on the integers topic for grade VI Elementary School. This research was carried out using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The educational game entitled “Ayo Selamatkan Bumi”. This game contained math subject on the topic of integers. The data collection method used a questionnaire involving experts, teachers, and students. The validity test of educational games was conducted by two material experts, two learning media experts, and two practitioners. A limited trial was conducted online at 9 grade VI students of SD Negeri 2 Banjar Anyar to determine the practicality of the educational game. The results of the validity test and limited trial were analyzed using the mean formula to determine the average score. The results showed that the material expert score was 4.85 and media expert score was 4.88 which means superfine. As for practicality, the score was 4.5 with superfine criteria. It can be concluded that this educational game can be used as a mathematics learning media on the integers topic for grade VI students of Elementary School.


2022 ◽  
Vol 8 (1) ◽  
pp. 147-155
Author(s):  
Nuraina Nuraina ◽  
Muliana Muliana ◽  
Hayatun Nufus ◽  
Syarifah Rita Zahara

This study was conducted to develop students’ worksheet based Missouri Mathematic Project (MMP) in teaching and learning mathematics and physics. These materials were also integrated with students’ local wisdom. To realize the construction, this research used the Analysis, Design, Development, Implementation and Development (ADDIE) as a research model. The students’ worksheet were reviewed and validated by two different experts in the aspects of media and materials used. The results indicated that 92.22% of the media was considered very valid. The materials employed in the worksheet were regarded 89.66 % to be very valid and as much as 91.52% was considered appropriate. Meanwhile, the data from questionnaires showed that the percentage evaluation as much as 77.24 % were taken from mathematics worksheet and 76.95 % was of physics. These results indicated that the students’ worksheets used to teach mathematics and physics can be applied as teaching and learning materials in the area of social arithmetic and in the unit and measurements.


2018 ◽  
pp. 415-437 ◽  
Author(s):  
Bruce M. McLaren ◽  
Deanne M. Adams ◽  
Richard E. Mayer ◽  
Jodi Forlizzi

Excitement about learning from computer-based games has been palpable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The empirical study reported in this paper provides evidence that a mathematics educational game can provide superior learning opportunities, as well as be more engaging. In a study involving 153 students from two middle schools, 70 students learned about decimals from playing an educational game—Decimal Point—whereas 83 students learned the same content by a more conventional, computer-based approach. The game led to significantly better gain scores in solving decimal problems, on both an immediate (d = .43) and delayed (d = .37) posttest and was rated as significantly more enjoyable (d = .95). Low prior knowledge students especially benefitted from the game. This paper also summarizes the game's design characteristics.


2021 ◽  
Author(s):  
HARZIKO

ABSTRACTThis research is motivated by the fact that the ability of mathematical communication in Indonesia is low. The models and approaches used in the learning process are one of the supporting factors for learning mathematics in the classroom. This study aimed to analyze SMA 1 Namlea students' mathematical communication skills with realistic mathematics learning assisted by GeoGebra. The research method used is quasi-experimental. WHO researched SMA Negeri 1 Namlea, Buru Regency. The analysis results show that the test instrument is valid and reliable to be used for pretest and posttest. The results showed that the mathematical communication of students who received realistic mathematics learning assisted by GeoGebra was better than students who received realistic mathematics learning without GeoGebra. The results also showed that there was a positive response from students towards learning realistic mathematics with GeoGebra.KEYWORDS: Realistic Mathematics, GeoGebra & Mathematical Communication


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