Search for collections on EPrints Repository UNTIRTA

PENGEMBANGAN GAME EDUKASI DIGITAL MELALUI APLIKASI CANVA UNTUK KEMAMPUAN MENGENAL BENTUK GEOMETRI DI SENTRA BALOK

Nabilah, Sausan (2024) PENGEMBANGAN GAME EDUKASI DIGITAL MELALUI APLIKASI CANVA UNTUK KEMAMPUAN MENGENAL BENTUK GEOMETRI DI SENTRA BALOK. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

[img] Text (SKRIPSI)
Sausan Nabilah_2228200013_Full text.pdf
Restricted to Registered users only

Download (14MB)
[img] Text
Sausan Nabilah_2228200013_02.pdf
Restricted to Registered users only

Download (190kB)
[img] Text
Sausan Nabilah_2228200013_03.pdf
Restricted to Registered users only

Download (957kB)
[img] Text
Sausan Nabilah_2228200013_04.pdf
Restricted to Registered users only

Download (623kB)
[img] Text
Sausan Nabilah_2228200013_05.pdf
Restricted to Registered users only

Download (122kB)
[img] Text
Sausan Nabilah_2228200013_Reff.pdf
Restricted to Registered users only

Download (233kB)
[img] Text
Sausan Nabilah_2228200013_lamp.pdf
Restricted to Registered users only

Download (12MB)
[img] Text
Sausan Nabilah_2228200013_01.pdf
Restricted to Registered users only

Download (660kB)
[img] Text
Sausan Nabilah_2228200013_CP.pdf
Restricted to Registered users only

Download (57MB)

Abstract

Basic mathematical thinking skills must be managed well by stimulating, for example, recognizing geometric shapes. The aim of this research is to find out the process of creating educational game media, the feasibility of educational games, and students' responses to educational game media through the Canva application for the ability to recognize geometric shapes. This research uses the R&D (Research and development) method which refers to the Sugiyono development model research design. This research only aims to produce a product and test its feasibility without continuing to test its effectiveness. The research steps for developing digital educational games up to step 6 are: problem analysis, data collection, product design, design validation, design revision and product testing. Digital educational game media received scores from each expert, namely media experts with a score of 93% which included a very appropriate interpretation and an assessment from material experts of 74% which included a decent interpretation. Digital educational game media through the Canva application for the ability to recognize geometric shapes received a positive response from students with a percentage value of 88.2% from 24 respondents, meaning it was in the "very good" category which shows the success of this research.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorASMAWATI, LULUK197306072008122001
Thesis advisorMARYANI, KRISTIANA198103152014042001
Additional Information: Kemampuan dasar berpikir matematika harus dikelola dengan baik dalam melakukan stimulasi contohnya dalam mengenal bentuk geometri. Tujuan penelitian ini untuk mengetahui bagaimana proses pembuatan media game edukasi, kelayakan game edukasi, respon peserta didik terhadap media game edukasi melalui aplikasi Canva untuk kemampuan mengenal bentuk geometri. Penelitian ini menggunakan metode R&D (Research and development) yang mengacu pada desain penelitian model pengembangan Sugiyono. Penelitian ini hanya sampai untuk menghasilkan suatu produk dan menguji kelayakan tanpa dilanjutkan dengan menguji keefektifannya. Langkah – langkah penelitian untuk pengembangan game edukasi digital sampai langkah ke-6 yaitu: analisis masalah, pengumpulan data, desain produk, validasi desain, revisi desain dan uji coba produk. Media game edukasi digital mendapatkan nilai dari masing – masing ahli, yaitu ahli media dengan nilai 93% yang termasuk interpretasi sangat layak dan penilaian dari ahli materi 74% yang termasuk interpretasi layak. Media game edukasi digital melaui aplikasi Canva untuk kemampuan mengenal bentuk geometri mendapatkan respon positif dari peserta didik dengan nilai persentase 88,2% dari 24 responden berarti termasuk kategori “sangat baik” yang menunjukan keberhasilan penelitian ini.
Uncontrolled Keywords: early childhood, educational games, getting to Know Geometry anak usia dini, game edukasi, mengenal geometri.
Subjects: L Education > L Education (General)
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 86202-Jurusan Pendidikan Guru PAUD
Depositing User: Sausan Nabilah
Date Deposited: 06 Mar 2024 14:07
Last Modified: 18 Mar 2024 10:30
URI: http://eprints.untirta.ac.id/id/eprint/33586

Actions (login required)

View Item View Item