Pengembangan Game Edukasi Matematika Geometri Untuk Siswa Kelas V Sekolah Dasar Kristen Ngampin

Authors

  • Agus Priyadi Universitas Sains dan Teknologi Komputer
  • Ahmad Zainudin Universitas Sains dan Teknologi Komputer
  • Eko Rustanto Universitas Sains dan Teknologi Komputer

DOI:

https://doi.org/10.51903/informatika.v2i2.162

Keywords:

Educational Games, Adobe Flash CS6, Geometry Mathematics, Elementary School, Fifth Grade

Abstract

Mathematic Geometry Educational Game Development for Fifth Grade Students at SD Kristen Ngampin. Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at SD Kristen Ngampin, especially for fifth grade students, related to the media game utilization in learning. Firstly, conservative learning which is already applied by the teacher, lead them to have less curiosity in learning the material. Secondly, the media learning limitation affects the students’ independence learning and their participation on the learning process. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that educational game enhances insight and direct experience about Mathematic learning, especially on geometry material for fifth grade students of SD Kristen Ngampin.

References

Farah, R. A., & Budiyono. 2018. Pembelajaran Matematika Materi Geometri Di SD AL Hikmah Surabaya. ejournal.unesa, 6(3), 373 - 383. https://ejournal.unesa.ac.id/index.php/jurnal-penelitian-pgsd/article/view/23601/21576
[2] Gall, M. D., & Borg, W. R. (1983). Educational Research: An Introduction. Longman. https://books.google.co.id/books/about/Educational_Research.html?hl=id&id=KcE0AAAAMAAJ&redir_esc=y
[3] Johnson, A., Kennedy, L. M., & Tipps, S. 2007. Guiding Children's Learning of Mathematics. Thomson Wadsworth. http://kin.perpusnas.go.id/DisplayData.aspx?pId=42309&pRegionCode=UKWMS&pClientId=710
[4] Kemendikbud. 2016. Standar Proses Pendidikan Dasar dan Menengah berdasarkan Permendikbud Nomor 22 Tahun 2016. kemdikbud.go.id. http://repositori.kemdikbud.go.id/id/eprint/4790
[4] Maydiantoro, A. 2021. Model-Model Penelitian Pengembangan (Research And Development). lppm.unila. http://repository.lppm.unila.ac.id/34333/1/Model-Model%20Penelitian%20dan%20Pengembangan.pdf
[5] Pratama, L. D., Bahauddin, A., & Lestari, W. 2019. Game Edukasi: Apakah membuat belajar lebih menarik? At-Ta'lim : Jurnal Pendidikan, 5(1), 39 - 50. https://doi.org/10.1016/j.compedu.2013.08.003
[6] Rahman, R. A., & Tresnawati, D. 2016. Pengembangan Game Edukasi Pengenalan Nama Hewan Dan Habitatnya Dalam 3 Bahasa Sebagai Media Pembelajaran Berbasis Multimedia. Jurnal Algoritma, 13(1), 184-190. https://jurnal.itg.ac.id/index.php/algoritma/article/view/323
[7] Santoso, T. N. B., & Hastutiningtyas, K. N. 2021. Pengembangan Media Game Edukasi Sebagai Sistem Informasi Alternatif Ice Breaking Pembelajaran Di Masa Pandemi. Ecodunamika, 4(1). https://ejournal.uksw.edu/ecodunamika/article/view/5256
[8] Stat Counter. 2022. Desktop vs Mobile vs Tablet Market Share Indonesia. Statcounter Global Stats. Retrieved 2022, from https://gs.statcounter.com/platform-market-share/desktop-mobile-tablet/indonesia/
[9] Sulisworo, D. 2013. The Paradox on IT Literacy and Science’s Learning Achievement in Secondary School Article Info ABSTRACT Corresponding Author. International Journal of Evaluation and Research in Education (IJERE), 2(4), 2252–8822. DOI:10.11591/ijere.v2i4.2732

Downloads

Published

2022-10-28