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Journal : JURNAL ILMIAH GLOBAL EDUCATION

Game Edukasi Matematika untuk Pembelajaran Materi Perkalian dan Pembagian Siswa SD Kelas 4 Kalsum, Tyar Berliana Umi; Nurgiyatna, Nurgiyatna
Jurnal Ilmiah Global Education Vol. 7 No. 1 (2026): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v7i1.5765

Abstract

ABSTRACTLearning multiplication and division mathematics for 4th grade elementary school students still faces various challenges, one of which is the limited availability of interactive learning media. This study aims to design and develop a Construct 2-based educational mathematics game as an alternative learning medium that is attractive, easy to use, and suitable for schools with limited technological facilities. The game development process follows the Waterfall model, which includes needs analysis, design, implementation, testing, and evaluation. The developed game includes learning materials, gradual game levels, gamification elements, and an automatic assessment system. Testing was conducted using the Black-Box Testing method, the System Usability Scale (SUS), and pretests and posttests to measure student understanding. The test results showed that all game functions functioned well. The usability evaluation resulted in an average SUS score of 86.65, which is categorized as very good, while the pretest and posttest results showed an increase in students' average score from 67.3 to 82.3. Based on these results, the developed educational mathematics game is considered suitable for use as a supporting medium for mathematics learning in elementary schools. ABSTRAKPembelajaran matematika materi perkalian dan pembagian untuk siswa kelas 4 SD masih menghadapi berbagai tantangan, salah satunya adalah terbatasnya ketersediaan media pembelajaran interaktif. Penelitian ini bertujuan untuk merancang dan mengembangkan permainan edukatif matematika berbasis Construct 2 sebagai media pembelajaran alternatif yang menarik, mudah digunakan, dan sesuai untuk sekolah dengan fasilitas teknologi yang terbatas. Proses pengembangan permainan mengikuti model Waterfall, yang meliputi analisis kebutuhan, desain, implementasi, pengujian, dan evaluasi. Permainan yang dikembangkan mencakup materi pembelajaran, level permainan bertahap, elemen gamifikasi, dan sistem penilaian otomatis. Pengujian dilakukan menggunakan metode Black-Box Testing, System Usability Scale (SUS), dan pretest serta posttest untuk mengukur pemahaman siswa. Hasil pengujian menunjukkan bahwa semua fungsi permainan berfungsi dengan baik. Evaluasi usability menghasilkan skor SUS rata-rata 86,65, yang dikategorikan sangat baik, sedangkan hasil pretest dan posttest menunjukkan peningkatan skor rata-rata siswa dari 67,3 menjadi 82,3. Berdasarkan hasil tersebut, permainan edukatif matematika yang dikembangkan dianggap cocok untuk digunakan sebagai media pendukung pembelajaran matematika di sekolah dasar.