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Contact Name
Andrian Saputra
Contact Email
andriansaputra@fkip.unila.ac.id
Phone
+6285768233166
Journal Mail Official
jpmipa@fkip.unila.ac.id
Editorial Address
FKIP Universitas Lampung Jl. Prof. Dr. Ir. Sumantri Brojonegoro, Gedong Meneng, Kec. Rajabasa, Kota Bandar Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Pendidikan MIPA
Published by Universitas Lampung
ISSN : 14112531     EISSN : 26855488     DOI : http://doi.org/10.23960/jpmipa
Core Subject : Education,
Jurnal Pendidikan MIPA (JPMIPA) focused on mathematics education, science education, and the use of technology in the educational field. In more detail, the scope of interest are, but not limited to: STEM/STEAM Education Environmental and Sustainability Education Scientific Literacy Computer-based Education and Digital Competence Higher Order Thinking Skills Multicultural and Inclusive Education Attitude towards Mathematics and Science Learning Models, Methods, Strategies of Math & Science Learning Virtual and Blended Learning Teacher Education
Articles 1 Documents
Search results for "Development and Evaluation of the PIKIBAR Game" : 1 Documents clear
Development and Evaluation of the PIKIBAR Game: A Gamified Approach to Reducing Math Anxiety in University Students Siskawati, Fury Styo; Zayyadi, Moh
Jurnal Pendidikan MIPA Vol 26, No 3 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i3.pp1796-1812

Abstract

Math anxiety is not a simple thing that can be ignored because it has an impact on not maximizing the achievement of mathematics learning outcomes. Based on the condition, the PIKIBAR game was developed to reduce math anxiety in algebra learning. This research aims to describe the process and results of developing the PIKIBAR game to reduce mathematical anxiety among University students. This development research utilized the ADDIE model and pre-service mathematics students from Universitas Islam Jember as the research sample. Data collection methods included interviews, observations, questionnaires, tests, and documentation, as well as data analysis methods that utilize percentages. The research results indicate that the development of the PIKIBAR game progressed through the ADDIE stages, which encompass analysis, design, development, implementation, and evaluation. Several parts need revision, with a score of 3.03 out of a maximum score of 4. At the same time, the practicality is very high, namely at a value of 86.25%. In terms of its effectiveness, it is said to be effective in reducing mathematical anxiety, as evidenced by a lower percentage among students who use it, specifically 40%, compared to the group of students who do not use it, at 80%. Judging from the average score of the questionnaire results given before using the game and after using the game. This game was designed with simple language and gradually guided the user from the beginning, starting with an easy level, then progressing to a medium level, and concluding with a difficult level, all without the user realizing it directly. For further research, if you want to use the same application to develop test and non-test instruments, avoid using the short form model because differences in writing can affect the results. For mathematical anxiety, it should be considered for monitoring material because it has a significant impact on learning outcomes and achievement, especially in mathematics.   Keywords: PIKIBAR game, math anxiety, algebra.

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