Search for collections on EPrints Repository UNTIRTA

PENGEMBANGAN GAME EDUKASI BERBANTUAN SMARTPHONE LEARNING MANAGEMENT SYSTEM (S-LMS) PADA PELAJARAN MATEMATIKA DI SMA

DWI NUGROHO, GHANOV (2021) PENGEMBANGAN GAME EDUKASI BERBANTUAN SMARTPHONE LEARNING MANAGEMENT SYSTEM (S-LMS) PADA PELAJARAN MATEMATIKA DI SMA. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

[img] Text (FULL TEXT)
Ghanov Dwi Nugroho_2225141599_Fulltext.pdf
Restricted to Registered users only

Download (1MB)
[img] Text (BAB 1)
Ghanov Dwi Nugroho_2225141599_01.pdf
Restricted to Registered users only

Download (992kB)
[img] Text (BAB 2)
Ghanov Dwi Nugroho_2225141599_02.pdf
Restricted to Registered users only

Download (259kB)
[img] Text (BAB 3)
Ghanov Dwi Nugroho_2225141599_03.pdf
Restricted to Registered users only

Download (304kB)
[img] Text (BAB 4)
Ghanov Dwi Nugroho_2225141599_04.pdf
Restricted to Registered users only

Download (844kB)
[img] Text (BAB 5)
Ghanov Dwi Nugroho_2225141599_05.pdf
Restricted to Registered users only

Download (204kB)
[img] Text (DAFTAR PUSTAKA)
Ghanov Dwi Nugroho_2225141599_Ref.pdf
Restricted to Registered users only

Download (196kB)
[img] Text (LAMPIRAN)
Ghanov Dwi Nugroho_2225141599_Lamp.pdf
Restricted to Registered users only

Download (299kB)

Abstract

This study aims to develop innovative mathematics learning media in the form of educational games which assisted by smartphone, so that the learning process of mathematics is more fun. This is motivated by the perception of students that learning mathematics is a boring thing that makes students reluctant to understand mathematics properly. The development of learning media is considered important in helping the effectiveness of learning process and delivery of material. In addition, the use of learning media can also provide attractiveness and interest for students to learn mathematics. This research uses research and development methods or known as Research and Development (R&D) methods. The development model in this study uses a 4-D model which is modified into 3 stages, namely Define, Design, and Develop. In this study, there are two assessments, namely valid and student responses. Valid criteria were obtained from the validation results of media experts and material experts, while the student response criteria were obtained from the results of user trials in this case high school students in Serang City, which were 10 people. Data collection methods used were observation, interviews, and questionnaires given to validators and respondents then the data obtained were processed using a Likert scale and analyzed descriptively. This study shows the results of media expert validation by 83% with a very valid category and the results of material expert validation by 82.6% with a very valid category. The results of the test on the teacher obtained a percentage of 79.7% in the good category, while the results of the test on the students obtained a percentage of 73.27% in the good category. From the data obtained, it can be concluded that the research and development of a mathematics educational game entitled Adventure of Mathematics is appropriate to be used as a learning media in the learning process.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorSUDIANA, RIA198101302008121001
Thesis advisorPAMUNGKAS, AAN198701282020121004
Additional Information: Penelitian ini bertujuan untuk mengembangkan media pembelajaran matematika yang inovatif berupa game edukasi berbantuan smartphone sehingga proses belajar matematika lebih menyenangkan. Hal ini dilatarbelakangi oleh persepsi siswa bahwa belajar matematika merupakan hal yang membosankan sehingga membuat siswa enggan memahami matematika dengan benar. Pengembangan media pembelajaran dianggap penting dalam membantu keefektifan proses pembelajaran dan penyampaian materi. Selain itu, penggunaan media pembelajaran juga dapat memberikan daya tarik dan minat siswa untuk belajar matematika. Penelitian ini menggunakan metode penelitian dan pengembangan atau dikenal dengan metode Research and Development (R&D). Model pengembangan pada penelitian ini menggunakan model 4-D yang dimodifikasi menjadi 3 tahap, yaitu Define, Design, dan Develop. Dalam penelitian ini, terdapat dua penilaian yaitu valid dan respon siswa. Kriteria valid diperoleh dari hasil validasi ahli media dan ahli materi, sedangkan kriteria respon siswa diperoleh darii hasil uji coba pengguna dalam hal ini siswa SMA di Kota Serang, yaitu sebanyak 10 orang. Metode pengumpulan data yang digunakan adalah observasi, wawancara, serta angket yang diberikan pada validator dan responden kemudian data yang diperoleh diolah dengan menggunakan skala likert dan dianalisis secara deskriptif. Penelitian ini menunjukkan hasil validasi ahli media sebesar 83% dengan kategori sangat valid dan hasil validasi ahli materi sebesar 82,6% dengan kategori sangat valid. Hasil uji coba pada guru diperoleh persentase sebesar 79,7% dengan kategori baik, sedangkan hasil uji coba pada siswa diperoleh persentase sebesar 73,27% dengan kategori baik. Dari data yang diperoleh, dapat disimpulkan bahwa penelitian dan pengembangan game edukasi matematika yang berjudul Petualangan Matematika ini layak digunakan sebagai media dalam proses pembelajaran.
Uncontrolled Keywords: Learning Media, Educational Game, Mathematics. Media Pembelajaran, Game Edukasi, Matematika.
Subjects: L Education > L Education (General)
Q Science > Q Science (General)
Q Science > QA Mathematics
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 84202-Jurusan Pendidikan Matematika
Depositing User: Ghanov Nugroho
Date Deposited: 12 Jul 2024 10:16
Last Modified: 12 Jul 2024 10:16
URI: http://eprints.untirta.ac.id/id/eprint/37589

Actions (login required)

View Item View Item