Jurnal Pendidikan (Teori dan Praktik)
Vol 8 No 2 (2023): September 2023

A MODEL PEMBELAJARAN ROLE PLAYING DENGAN GAME DIGITAL TERHADAP SIKAP DAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA

Muslikasari, Risky (Unknown)
Rusnilawati, Rusnilawati (Unknown)



Article Info

Publish Date
08 Oct 2023

Abstract

The purpose of this research is to describe the differences in problem-solving skills and attitudes towards mathematics learning between the use of role-playing learning models with digital games and mathematical learning models. An experimental method was employed in this research with a quasi-experimental design, involving randomly selected control and experimental groups. The results of hypothesis testing indicate that (a) the Sig. (2-tailed) value is 0.000, meaning that the Sig. (2-tailed) value < 0.05, thus it can be concluded that H0 is rejected, and Ha is accepted, implying that students' attitudes towards mathematics learning using the role-playing learning model with digital games are better than before its implementation. (b) The t-test results show a t-value of 2.472 with degrees of freedom (df) of 42 and a significance value of t-table 5% is 2.01. Hence, it can be inferred that the t-value (2.474) > t-table (2.02), which can be interpreted as H0 being rejected and Ha being accepted, indicating that problem-solving skills in mathematics learning with the role-playing learning model with digital games are better than before its implementation. (c) The F-test for problem-solving skills (5.866) > F-table (4.07) and the F-test for attitudes (6.120) > F-table (4.07). Thus, the conclusion is that H0 is rejected, and Ha is accepted, signifying that attitudes and problem-solving skills in mathematics learning after using the role-playing learning model with digital games are better than the cooperative learning model with fraction board media.

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