scholarly journals PENGEMBANGAN GAME EDUKASI UNTUK MATERI BANGUN DATAR MENGGUNAKAN LINTASAN BELAJAR GEOMETRI

2021 ◽  
Vol 5 (1) ◽  
pp. 154
Author(s):  
Clara Ika Sari Budhayanti ◽  
Julius Bata

Mathematics is an essential subject for students to master from the start. However, most students have difficulty learning mathematics and reduce interest in learning. This is one of the causes of low math test results. Therefore, a learning method or media was needed that can attract students' interest in learning. One of the learning media that can attract students' interest in educational games. This study aims to develop educational games that can be needed as a medium for learning mathematics, primarily material about geometry. The research method used in this research is development research. The geometry learning path is used as the basis for game design. The trial was conducted with a small group involving teachers and students. The game was developed using the Unity 3D game engine with a digital storytelling model in the geometry learning pathway in elementary schools. The results of the development show that the educational game with the name "GEMBIRA" can help improve the ability to learn flat shapes. This game can also help the learning process of students who experience learning trajectories based on Piaget and Van Hiele's learning trajectories. The game "GEMBIRA" can also attract students' attention to complete all the games, so that students can gain complete knowledge and understanding of the concept of flat shapes. Teachers are advised to use the game "GEMBIRA" in the learning process, especially learning material for flat shapes. It is suggested for learning media developers, especially educational game developers, to develop educational games by referring to the learning trajectory that students must pass so that the games developed can complement the learning process at school. Matematika merupakan mata pelajaran yang penting untuk dikuasai oleh siswa sejak awal. Namun, sebagian besar siswa mengalami kesulitan belajar matematika dan mengurangi minat belajar. Hal ini menjadi salah satu penyebab hasil tes matematika cenderung rendah. Oleh karena itu, dibutuhkan cara atau media pembelajaran yang dapat menarik minat belajar dari siswa. Salah satu media pembelajaran yang dapat menarik minat siswa adalah game edukasi. Penelitian ini bertujuan untuk mengembangkan game edukasi yang dapat digunakan sebagai media pembelajaran matematika khususnya materi tentang geometri. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian pengembangan. Lintasan belajar geometri digunakan sebagai dasar untuk merancang game. Uji coba dilakukan dengan small group yang melibatkan guru dan siswa. Game dikembangkan dengan menggunakan game engine Unity 3D dengan model digital storytelling dalam lintasan belajar geometri di sekolah dasar. Hasil pengembangan menunjukkan bahwa game edukasi dengan nama “GEMBIRA” dapat membantu meningkatkan efektivitas pembelajaran bangun datar. Game ini juga dapat membantu proses belajar siswa yang mengalami lompatan tahapan pembelajaran berdasarkan lintasan belajar Piaget dan Van Hiele. Selain itu, game “GEMBIRA” juga dapat menarik perhatian siswa untuk menyelesaikan seluruh game, sehingga siswa dapat memperoleh pengetahuan dan pemahaman yang utuh mengenai konsep bangun datar. Guru disarankan untuk menggunakan game “GEMBIRA” dalam proses pembelajaran, khususnya pembelajaran materi bangun datar. Selain itu juga disarankan bagi para pengembang media pembelajaran khususnya pengembang game edukasi, untuk mengembangkan game-game edukasi dengan mengacu pada lintasan belajar yang harus dilalui siswa sehingga game yang dikembangkan dapat melengkapi kekurangan proses pembelajaran di sekolah.

2021 ◽  
Vol 3 (4) ◽  
pp. 332
Author(s):  
Hasmalena Lena ◽  
Rukiyah Rukiyah ◽  
Syafdaningsih Syafdaningsih ◽  
Mahyumi Rantina ◽  
Febriyanti Utami ◽  
...  

Alat Peraga/Permainan Edukatif (APE) bagi anak usia dini memegang peranan penting sebagai media stimulasi, pembelajaran dan permainan, sedangkan bagi guru merupakan sarana yang membantu dalam penyampaian pembelajaran. Pelatihan ini bertujuan agar guru PAUD dapat membuat APE serta untuk mengembangkan keterampilan-keterampilan guru dalam membuat inovasi dalam pembuatan APE untuk anak usia dini. Kegiatan ini dilakukan pada hari Sabtu, 8 Agustus 2020 secara online melalui aplikasi Zoom Meeting. Materi yang disampaikan meliputi, (1) Hakikat alat permainan edukatif, (2) Jenis-jenis APE, (3) Keterampilan pembuatan APE, (4) Langkah-langkah pembuatan APE, dan (5) Praktik pembuatan APE dalam proses pembelajaran sesuai karakteristik anak. Kegiatan pelatihan dilaksanakan melalui aplikasi zoom meeting dengan jumlah 36 orang peserta guru PAUD. Model kegiatan yaitu pendampingan dan metode kegiatan yang digunakan presentasi dan peragaan serta unjuk kerja. Berdasarkan hasil evaluasi terjadi peningkatanan pengetahuan guru-guru PAUD setelah pelatihan, hal ini ditunjukkan dengan hasil bahwa guru mampu membuat rancangan alat permainan edukatif, , guru mempu menerapkan alat permainan edukatif walapun dilakukan secara daring dan guru mampu mengimplementasikan kepada anak tentang alat permainan edukatif berbasis pendekatan saintifik. Teaching aids/educational games (APE) for early childhood play an important role as a medium of stimulation, learning and games, while for teachers, it is a tool that helps in learning delivery. This training aims to make PAUD teachers make APE and develop teaching skills in making innovations in making APE for early childhood. This activity was carried out on Saturday, August 8, 2020, online through the Zoom Meeting application. The materials presented include (1) The nature of educational game tools, (2) Types of APE, (3) Skills for making APE, (4) Steps for making APE, and (5) Practice of making APE in the learning process according to children's characteristics. . The training activities were carried out through the Zoom Meeting application with a total of 36 PAUD teacher participants. The activity model is mentoring and activity methods used by presentations and demonstrations as well as performance. Based on the evaluation results, there was an increase in the knowledge of PAUD teachers after training, and this was shown by the results that teachers were able to design educational game tools, teachers were able to apply educational game tools even though they were done online. Teachers were able to implement to children about scientific approach-based educational game tools.


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.


2017 ◽  
Vol 15 (4) ◽  
pp. 21-38 ◽  
Author(s):  
Fathi Essalmi ◽  
Ahmed Tlili ◽  
Leila Jemni Ben Ayed ◽  
Mohamed Jemni

Learner modeling is a crucial step in the learning personalization process. It allows taking into consideration the learner's profile to make the learning process more efficient. Most studies refer to an explicit method, namely questionnaire, to model learners. Questionnaires are time consuming and may not be motivating for learners. Thus, this paper presents a new approach for Modeling the learner's Personality, introvert/extrovert, using Educational Games (MoPEG). The proposed approach includes three phases, namely design of the educational game, collection of traces and personality prediction. To evaluate the efficiency of MoPEG, an experiment was conducted with thirty learners where their personality modeling results using MoPEG are compared to the Big Five Inventory (BFI) questionnaire. The obtained results showed that the accuracy level of MoPEG is significant with an 80% of similarity. Besides, based on the Kappa method, used by psychologists to measure the similarity of two instruments. The obtained results highlighted an agreement degree of MoPEG with the level “good”.


2018 ◽  
pp. 472-481
Author(s):  
Antonio Santos

Although it could be assumed that playing games lifts intrinsic motivation and that this must have an effect on the cognitive processes of the player, it is still not known how to develop an educational game with the same positive effects. Thus, the challenge for GBL is rather significant in determining how to design and develop good educational games and how to integrate them into the teaching and learning process so that students' motivation and learning are qualitatively improved. This chapter's main objectives are to describe some of the current GBL models proposed by the literature used to analyze, design, and integrate games in education and, on the other, to propose and describe a methodology developed by the author to create educational games. The assumption is that this type of information could aid instructional designers and educators—and even commercial game designers—interested in developing good GBL experiences.


Author(s):  
Antonio Santos

Although it could be assumed that playing games lifts intrinsic motivation and that this must have an effect on the cognitive processes of the player, it is still not known how to develop an educational game with the same positive effects. Thus, the challenge for GBL is rather significant in determining how to design and develop good educational games and how to integrate them into the teaching and learning process so that students' motivation and learning are qualitatively improved. This chapter's main objectives are to describe some of the current GBL models proposed by the literature used to analyze, design, and integrate games in education and, on the other, to propose and describe a methodology developed by the author to create educational games. The assumption is that this type of information could aid instructional designers and educators—and even commercial game designers—interested in developing good GBL experiences.


Author(s):  
Jeane Silva Ferreira Teixeira ◽  
Eveline de Jesus Viana Sá ◽  
Tatiane Macedo Prudêncio Lopes ◽  
Inaldo Capistrano Costa ◽  
D’Ilton Moreira Silveira ◽  
...  

In a collaborative learning process, concept learning may happen simultaneously with the practice of sociable attitudes and essential values, motivating the learner in the knowledge acquisition process. Among the tools that are likely to help reinforcing the learner motivation, both in and out of classroom settings, are computer games, especially the ones played interactively by two or more players, known as collaborative games, A collaborative game used as an educational tool in classroom settings or at a distance, integrated to appropriate pedagogic practices, is a collaborative educational game. Aspects as ludic engagement, competitiveness and interactivity inherent to collaborative educational games may deepen children and youngsters’ motivation to learn, helping to make the learning process more effective (Prensky, 2001).


2021 ◽  
Vol 1 (2) ◽  
pp. 151-166
Author(s):  
Sutio Sutio

This research is motivated by the low mathematical communication skills about the material of circle elements in the second-grade students of SD Negeri Simpang Sari. This is because online teaching and learning activities are less effective and students' perceptions of the difficulty of learning Mathematics, thus making students less mathematical communication skills when learning Mathematics online. Therefore, researchers make improvements to learning using online learning media based on educational games which are expected to be a solution to the problems found. The objectives of this study are: 1) Describe the application of online learning media based on educational games in improving mathematical communication skills in second-grade students of SD Negeri Simpang Sari. 2) Describe the improvement of mathematical communication skills after the implementation of online learning media based on educational games for second-grade students of SD Negeri Simpang Sari. The classroom action research model chosen is the Kurt Lewin model which consists of two cycles with four stages in each cycle, namely planning (implementation), acting (action), observing (observing), and reflecting (reflection). Data collection techniques used are interviews, observations, tests, and virtual documentation.


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.


SAINTEKBU ◽  
2018 ◽  
Vol 10 (2) ◽  
pp. 42-51
Author(s):  
Burhan Arifin ◽  
Zulfikar ◽  
Agus Sifaunajah

Mobile device technology is growing rapidly, especially with the emergence of smartphones with Android operating system. Users, in this case, can download a variety of basic applications available easily in the google play store. But most are available in the form of less educational games. Even often the negative impact on users, especially for children who still can not distinguish positive and negative. Thus the researchers create a puzzle game application that can provide entertainment and education to users, especially children. The puzzle game application introduces this selected computer device built using Construct 2 game engine converted with Phonegap into Apk files. Application of this application by installing puzzle game application on a smartphone with operating system specification android version 4.4.2 KitKat. Keywords: Educational Game, Computer Device, Construct 2


2018 ◽  
Vol 7 (4.9) ◽  
pp. 78
Author(s):  
Jurike Moniaga ◽  
Yasinta Indrianti ◽  
Sasmoko . ◽  
Senly-Anthonius Halim

Mathematics is often identified with difficult subjects, because most people find it difficult to understand mathematics. On the other hand, games can provoke interest in learning and can improve cognitive and motor skills. The research discusses the development of educational games to help learning mathematics in the theme of statistics in 5th grade elementary school student. This educational game is designed with research methods. The application is designed using UNITY to run the program, Paint tool SAI to draw characters, Dragon bones for animation, Adobe Photoshop to create sprite sheet. The results of this research were tried out to students of an elementary school in Jakarta through working on the questions in the game.  


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