EL BaRet: Aplikasi Game Edukasi Matematika untuk Siswa Kelas X SMA Berbasis Android
Abstract
The ease and affordability of technology means that various groups of Indonesian people are familiar with using the internet, especially high school students. Unfortunately, this hurts their academic grades. Dependence on smartphones and online games makes students lazy about studying and difficult to understand lessons. This research aims to combine technological advances to help students become more enthusiastic and easily understand the subject matter. By using Construct 3 and the ADDI method, an educational game application called EL BaRet was created which helps class X high school students in Mathematics lessons on Exponents, Logarithms, Lines and Series. Black box testing and feasibility testing have been carried out with 92% feasibility for the EL BaRet educational game.
Downloads
References
Azizatunnisa, F., Sekaringtyas, T., & Hasanah, U. (2022). Pengembangan Media Pembelajaran Interaktif Game Edukatif pada Pembelajaran IPA Kelas IV Sekolah Dasar. OPTIKA: Jurnal Pendidikan Fisika, 14-23.
Hapsari, D., & Fahmi, S. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Android pada Operasi Matrik. FIBONACCI: Jurnal Pendidikan Matematika dan Matematika, 51-60.
Hasrah, H. (2019). Pemanfaatan Teknologi Komunikasi Dan Informasi Dalam Pembelajaran PKN. Phinisi Integration Review, 238.
Heru. (2018). Pengembangan Multimedia Game Pembelajaran Matematika SMP. Jurnal Math Educator Nusantara, 1-14.
Huda, I. A. (2020). Perkembangan Teknologi Informasi Dan Komunikasi (TIK) Terhadap Kualitas Pembelajaran Di Sekolah Dasar. Jurnal Pendidikan dan Konseling, 143-149.
Jaya, T. S. (2018). Pengujian Aplikasi dengan Metode Blackbox Testing Boundary Value Analysis. Jurnal Informatika: Jurnal Pengembangan IT, 45-48.
Junaedi, S. (2021). Aplikasi Canva sebagai Media Pembelajaran Daring untuk Meningkatkan Kemampuan Kreatifitas Mahasiswa pada Mata Kuliah English for Information Communication and Technology. Bangun Rekaprima, 80.
Mewengkang, A., & al., e. (2018). Pengembangan Game Edukasi Pengenalan ekosistem Berbasis Mobile. Frontiers: Jurnal Sains Dan Teknologi, 27-38.
Muhtarom, M., Adrillian, H., Huda, A. B., & Ribowo, M. (2022). Pengembangan Game Edukasi Matematika untuk Meningkatkan Kemampuan Numerasi Siswa SMP. Jurnal Pendidikan Matematika dan Matematika, 95-108.
Permatasari, S., Asikin, M., & Adhi, N. R. (2022). MaTriG: Game Edukasi Matematika dengan Construct 3. Journal of Mathematics Education and Learning, 21-30.
Pramuditya, S. A., Noto, m. S., & Purwono, H. (2018). Desain Game Edukasi Berbasis Android pada Materi Logika Matematika. Jurnal Nasional Pendidikan Matematika, 165-179.
Pranatawijaya, V. H., Widiatry, Priskila, R., & Putra, P. B. (2019). Penerapan Skala Likert dan Skala Dikotomi pada Kuesioner Online. Jurnal Sains dan Informatika, 128-137.
Santoso, P. B. (2019). Efektivitas Penggunaan Media Penilaian Google Form Terhadap Hasil Belajar Pelajaran TIK. Prosiding Seminar: Kebijakan dan Pengembangan Pendidikan di Era Revolusi Industri 4.0 (pp. 287-292). Purworejo: SMP Negeri 9 Purworejo.
Sefriani, R., & Veri, J. (2021). Perancangan dan Pembuatan Modul Multimedia Interaktif Berbasis Macromedia Director MX pada Mata Pelajaran Simulasi dan Komunikasi Digital. Jurnal Komputer, Teknologi, dan Informasi, 92-101.
Taopan, Y. F., Oedjoe, M. R., & Sogen, A. N. (2019). Dampak Perkembangan Teknologi Informasi dan Komunikasi Terhadap Perilaku Moral Remaja di SMA Negeri 3 Kota Kupang. Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran, 61-74.
Yuatin, J. A., Sujaini, H., & Irwansyah, M. A. (2016). Rancang Bangun Aplikasi Game Edukasi Pembelajaran Matematika Menggunakan Construct 2. Jurnal Sistem dan Teknologi Informasi, 1-5.
Copyright (c) 2024 Alvin Junio Ilham Efendi, Sigit Sugiyanto
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).