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Journal : International Journal of Trends in Mathematics Education Research (IJTMER)

Development of Figma Educational Game Based on Mathematics Computational Thinking Ability for Vocational Students Fauziyah, Nida’; Rosdiana, Ratna; Maharani, Anggita; Hapsari, Trusti
International Journal of Trends in Mathematics Education Research Vol 7, No 2 (2024)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ijtmer.v7i2.309

Abstract

Developing educational games using Figma can help educators create engaging and interactive learning media. This also applies at the vocational school level to improve learning outcomes, especially in mathematics, which students rarely favor because it is considered a complex subject. The main problem faced by vocational students related to employability still needs to be considered higher, which is caused by the lack of availability of interactive media to hone the skills desired by the work industry, including soft skills such as logical thinking and technical functions such as computational thinking. This research aims to create an educational game based on mathematical computational skills in vocational students through a Research and Development (RD) approach by applying 4 of the five stages of the ADDIE Method, namely Analysis, Design, Development, Implementation, and Evaluation. From the four stages of the ADDIE Model, an Educational Game design using Figma entitled "Train to Mathematics" has been produced by paying attention to important aspects such as material relevance, selection of designs used, user involvement, interactivity, adaptability, and skill enhancement, in designing the concept of educational games. The research results show the feasibility level through the material validation test with a percentage of 70%, and the media validation test obtained a percentage of 80%. The results of the validation test show that the development of educational games using Figma is feasible as learning media.