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Journal : EDUPEDIA

ANALISIS PEMAHAMAN KONSEP SISWA PADA MATERI POLA BILANGAN Fatahillah, Arif; Hussen, Saddam; Monalisa, Lioni Anka; Wihardjo, Edy; Priyanti, Nanda Rahma
EDUPEDIA Vol 7, No 1 (2023): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i1.2085

Abstract

The purpose of learning mathematics is to change the performance of each student in the cognitive, affective and psychomotor domains. One part of the cognitive domain that is needed when studying mathematics is understanding concepts. Hadi and Kasum (2015) reiterated the notion that conceptual understanding is very important in solving mathematical and contextual problems. Based on the results of a preliminary study conducted by researchers at SMPN 1 Krian, information was obtained that students' conceptual understanding was still low, judging from the average daily test results for number pattern material below the KKM. The type of research used in this research is qualitative research. This research was conducted at SMPN 1 Krian. The subjects in this study were two class VIII students of SMPN 1 Krian who had the highest and lowest test results. The data analysis method used in this study consisted of data reduction, data reclassification, and drawing conclusions. The result of this research is that the high subject fulfills the four indicators of understanding the concept which consists of restating a concept, classifying the types of number patterns, applying the concept into a mathematical representation, and selecting certain procedures from a concept. Meanwhile, the low subject did not meet two indicators, namely restating a concept, three indicators fulfilled but not perfect which consisted of classifying the types of number patterns, applying concepts into mathematical representations, and selecting certain procedures from a concept.
PENGEMBANGAN GAME EDUKASI “LINGED MATH” PADA MATERI LINGKARAN SMP Nurbuono, Mousthapaa; Kristiana, Arika Indah; Hussen, Saddam; Wihardjo, Edy; Murtikusuma, Randi Pratama
EDUPEDIA Vol 8, No 1 (2024): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v8i1.2664

Abstract

Educational games are games specifically designed with educational themes to get learning outcomes. This research develops an educational game "Linged Math" which is designed to make it easier for students to understand circle material, cirle material is one of the materials at the junior high school level which is difficult for students to understand. The purpose of this research is to develop educational game products based on pcgames use Construct 3 software to increase students' understanding of valid, practical, and effective circle material. This research model uses a 4-D development model, namely define, design, develop, and disseminate. This educational game was tested on class VIII students of SMPN 7 Jember. Data collection methods in this study used observation, tests, and user response questionnaires. The results of this study indicate that the level of validation of the educational game "Linged Math" from the validator is 3.84 so that it is categorized valid. The percentage of the practicality level of the educational game "Linged Math" from the results of the user response questionnaire was 86.25% which was categorized as very good. The level of effectiveness is obtained from the average N-Gain of the overall results of the student's pre-test and post-test of 0.77 so that it is categorized as high or effective. Based on the results of these data, the educational game "Linged Math" is said to be valid, practical, and effective.
PENGEMBANGAN GAME EDUKASI “LINGED MATH” PADA MATERI LINGKARAN SMP Nurbuono, Mousthapaa; Kristiana, Arika Indah; Hussen, Saddam; Wihardjo, Edy; Murtikusuma, Randi Pratama
EDUPEDIA Vol. 8 No. 1 (2024): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v8i1.2664

Abstract

Educational games are games specifically designed with educational themes to get learning outcomes. This research develops an educational game "Linged Math" which is designed to make it easier for students to understand circle material, cirle material is one of the materials at the junior high school level which is difficult for students to understand. The purpose of this research is to develop educational game products based on pcgames use Construct 3 software to increase students' understanding of valid, practical, and effective circle material. This research model uses a 4-D development model, namely define, design, develop, and disseminate. This educational game was tested on class VIII students of SMPN 7 Jember. Data collection methods in this study used observation, tests, and user response questionnaires. The results of this study indicate that the level of validation of the educational game "Linged Math" from the validator is 3.84 so that it is categorized valid. The percentage of the practicality level of the educational game "Linged Math" from the results of the user response questionnaire was 86.25% which was categorized as very good. The level of effectiveness is obtained from the average N-Gain of the overall results of the student's pre-test and post-test of 0.77 so that it is categorized as high or effective. Based on the results of these data, the educational game "Linged Math" is said to be valid, practical, and effective.