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Developing Android-Based Counting Game as Learning Media to Train Students' Creative Thinking Ranila, Rahayu; Yunianta, Tri Nova Hasti; Prihatnani, Erlina
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 3 (2023): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i3.830

Abstract

Media pembelajaran adalah suatu alat yang bisa membantu proses belajar mengajar, dan sekaligus memiliki fungsi memperjelas makna yang disampaikan dalam sebuah proses pembelajaran, sehingga tercapai tujuan pembelajaran. Media pembelajaran hendaknya mengikuti arus perkembangan teknologi. Salah satu pengembangan media berbasis teknologi ialah game edukasi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran game Titungan berbasis android. Pengembangan Media pembelajaran ini menggunakan metode RnD (Research and Development) dengan model pengembangan yang digunakan adalah model pengembangan ADDIE (analyze, design, development, implementation and evaluation). Instrumen yang digunakan terdiri dari lembar validasi media, lembar kepraktisan, pretest, posttest, dan lembar respon siswa terhadap media. Subjek Penelitian ini ialah Siswa Sekolah Menengah Pertama. Media ini telah diujicobakan terhadap 27 siswa kelas VII SMP Pangudi Luhur Ambarawa. Media game Titungan berbasis android telah dinyatakan valid oleh pakar media. Hasil uji kepraktisan mendapat persentase sebesar 91,67% yang termasuk dalam kategori sangat baik. Uji paired t-test dengan taraf signikan 5% menghasilkan signifikan mendekati nol dengan rata-rata posttest lebih tinggi daripada pretest. Berdasarkan ketiga uji tersebut, dapat disimpulkan media ini valid, praktis, dan efektif. Learning media is a tool that can help the teaching and learning process, and at the same time has the function of clarifying the meaning conveyed in the learning process, so that learning objectives are achieved. Learning media must follow the flow of technological developments. One of the technology-based media developments is educational games. This study aims to develop learning media for Android-based Titungan games. The development model used in this study is the ADDIE model. The instruments used consisted of media validation sheets, practicality sheets, pretest, posttest, and student response sheets to the media. This media has been tested on 27 grade VII students of SMP Pangudi Luhur Ambarawa. The Android-based Titungan game media has been declared valid by media experts. The practicality test results got a percentage of 91.67% which was included in the very good category. The paired t-test with a significant level of 5% produces a significant close to zero with a higher posttest average than the pretest. Based on these three tests, it can be concluded that this media is valid, practical, and effective.
Pengembangan Media Evaluasi Pembelajaran Matematika Berbasis Aplikasi Quizizz dengan Soal PISA Konten Quantity Kristanto, Bagas Prima; Yunianta, Tri Nova Hasti
Edumatica : Jurnal Pendidikan Matematika Vol 11 No 2 (2021): Edumatica: Jurnal Pendidikan Matematika
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.365 KB) | DOI: 10.22437/edumatica.v11i02.12449

Abstract

The development of learning evaluation media is important as an innovation for teachers in online learning during a pandemic. This study aims to develop a learning evaluation media based on the Quizizz application with valid and practical PISA math questions with quantity content so that it is feasible to use. The method used is research and development level 1 where this research will develop and validate the product without spreading the product. The method stages in research and development consist of determining potentials and problems, gathering information and studying literature, then designing the product finally validating the product. The product design stage produces a product that is then validated by the media and material by experts in their fields and practicality by mathematics teachers. The results of this study indicate that the learning evaluation media based on the Quizizz application with the PISA mathematics questions of the Quantity content can be said to be valid and practical so that they are feasible to use. The average percentage of the assessment shows that 90.6% of this media is valid and 91.3% practical, so this product is said to be suitable for use.
DESAIN DAN PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE MATEMATIKA “PUMA” UNTUK MATERI PECAHAN SENILAI DI SEKOLAH DASAR Pradipto, Andrias Banu; Yunianta, Tri Nova Hasti
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 16 No 1 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2026.v16.i1.p1-12

Abstract

Pecahan Senilai pada pembelajaran Sekolah Dasar perlu disertai dengan menggunakan alat penyaji yang menarik dan tidak monoton terutama pada latihan soal, hal tersebut yang menjadi landasan penelitian untuk mengembangkan media pembelajaran board game yang dapat digunakan pada materi Pecahan Senilai. Penelitian ini bertujuan untuk mengembangkan media yang valid, praktis, dan efektif sebagai sarana latihan soal pada materi Pecahan Senilai. Penelitian ini menggunakan model pengembangan ADDIE yang terdiri dari tahapan Analyze, Design, Development, Implementation, dan Evaluation. Media ini merupakan modifikasi dan pengembangan dari permainan puzzle. Media ini diberi nama PUMA “Puzzle Matematika”, dan sudah diujicobakan terhadap 37 siswa kelas 5 SD Kanisius Gendongan Salatiga. Instrumen pengumpulan data dalam penelitian ini berupa instrumen validasi aspek media dan aspek materi, instrumen kepraktisan, instrumen pretest dan posttest, dan instrument pendapat siswa. Media permainan board game puzzle dinyatakan valid dari aspek ahli media dengan skor 90,88% dan valid dari aspek materi dengan skor 93,5%, keduanya masuk dalam kategori sangat baik. Hasil dari kepraktisan memperoleh skor 94,59% masuk dalam kategori sangat baik. Hasil tersebut menunjukkan bahwa media pembelajaran puzzle board game PUMA merupakan media yang valid, praktis, dan efektif untuk mengajarkan materi Pecahan Senilai di sekolah dasar.
Development of Mathematics E-Module Using Kodular and Flipbook for Junior High School Students: Differences Tri Nova Hasti Yunianta; Tatang Herman; Banu Al Wizhar; Muhammad Al Falah Kurniawan
Didaktik Matematika Vol 10, No 1 (2023): April 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jdm.v10i1.29730

Abstract

To develop media such as e-modules, a comprehensive understanding of the applications used to create them is necessary. It is essential to comprehend the features of using e-module applications to ensure their effectiveness in the development of superior e-modules in the future. The objectives of the present study were showing that mobile learning by e-module using different applications, i.e. Kodular and Flipbook, are valid, practical, effective and finding differences between the characteristics of e-module development to get a comprehensive idea for future development for researchers who want to develop e-module using both applications. The present study is a research and development study. The selected development model was ADDIE i.e. Analyze, Design, Development, Implementation and Evaluation. The Subject e-module learning media users were junior high school students. The validity of e-module media by Kodular is 92.55%, which is very good. The validity of e-module media by Flipbook is 90.35%, which is very good. The test result on the respondents who used e-module by Kodular is 83.45% feasible to use and the result of e-module by Flipbook is 86.39% also feasible to use. The Kodular e-module had an average student learning outcome score of 78.28, while the Flipbook e-module had an average score of 70.67. The two e-modules from the application were examined, and five differences were identified in the characteristics of e-modules from Kodular and Flipbook, in order to support the continuous development of e-modules.
Co-Authors Ambarani, Erli Amin, Nor Fadila Andini, Mei Angger Rizky Alifa Anisa Rizki Amalia Anisa Rizki Amalia Anissa Putri Aqila Fairuz Shafa Arriska Adhi Nugraheni Arriska Adhi Nugraheni Arum Dwi Jayanti Bagas Prima Kristanto Bagas Prima Kristanto Banu Al Wizhar Banu Al Wizhar Bella Ayu Permatasari Cindy Aprillya Sidarta Cindy Aprillya Sidarta Cristina Resa Intan Permatasari Dadan Dasari Danang Setyadi Dani Kusuma Deviana Meiwijayanti Dhita Agoes Prihanto Dian Evelina Sahaya Ami Didi Suryadi Eko Sujarwo Eko Yulianto Prambudi Elah Nurlaelah Era Destiyandani Erika Christin Trisnawarni Erlangga Mawasdi Erlin Prasetyo Erlina Prihatnani Erlina Rahma Damayanti Fibby Syaeful Abdullah Fira Novianti Galih Kuat Prihandoko Giesta Dike Hari Setiyawan Helarius Ryan Wahyu Santoso Helti Lygia Mampouw Hermanto Hermanto Idza Nur Haida Ika Wulandari Ilham Fajar Anggoro Indri Kusumaningtyas Intan Kurnia Sari Intan Kurnia Sari, Intan Kurnia Jauharu, Afifah Latip Rasyid Joko Widiyanto Kristanto, Bagas Prima Kristian Tantra Sidarta Kristina Roseven Nababan Kristina Roseven Nababan Kriswandani, Kriswandani Kusuma, Dani Lusiyati, Lusiyati Marfi Ario Maria Krissanti Mega Ristiana Mei Andini Melliana Christie Nugroho Muhammad Al Falah Kurniawan N. Nurjanah Nanda Pravita Sari Nanda Sriretno Pangestu Novisita Ratu Nuringtyas, Sesilia Intan Kusuma Pradipto, Andrias Banu Pratiwi Nurul Safaati Puspita, Wita Ratna Raharti, Antonia Dwi Rahayu Ranila Ranila, Rahayu Ranu Fitra Pradhitya, Ranu Fitra Ratri Isharyadi, Ratri Retno Ningtyas Retno Ningtyas, Retno Rian Ika Pesona Rindiani Repo Sidi Riska Novia Sari, Riska Novia Sari, Atika Defita Selan, Dina Selesna Theresia Uchia Sesilia Intan Kusuma Nuringtyas Soeleman, M Sri Amini Supriyati, Anis Susi Lestariyani Syera Trivena Dessiane Tatang Herman, Tatang Wahyu Hendriawan Wahyudi Winarto, Alexander Christian Widya Eka Yayi Suryo Prabandari Yogani Indah Pawestri Yoseffin Dhian Crismasanti