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Pengembangan Game Edukasi Menggunakan Construct 2 untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Matematika Kelas 1 Sekolah Dasar
| Content Provider | Semantic Scholar |
|---|---|
| Author | Arifah, Risqi Ervera Nur Sukirman, S. T. M. T. Sujalwo, M. Kom |
| Copyright Year | 2018 |
| Abstract | Mathematic is a subject that needs to be introduced early. However, based on observations on the first grade of Nayu 77 Public Elementary School in Surakarta, Mathematic is a subject that is less attractive to students, because the learning media used by the teacher is still in the form of book media as a guidance. Thus the need for media development is used, such as media games. Bilomatic is a Math education game that contains number material that can be used as a medium in learning activities. This study aims to develop and determine the feasibility and effectiveness of the developed Bilomatic game. The research method used is Research and Development (R & D) with the Waterfall development model. Data collection techniques were carried out in the form of a questionnaire, to measure the appropriateness of the Bilomatic game on material numbers, and by using the pre-test and post-test to measure the effectiveness of Bilomatic game. Based on the results of the study showed that the percentage of the feasibility of the average value of media experts was 80.5% which is a feasible criterion, and by material experts amounted to 85.2% which is a very feasible criterion. Whereas testing of students obtained 89% of the results which is a feasible criterion. The results of students' pre-test and post-test scores increased by an average of 27.2%. It can be concluded in this study, Bilomatic game is declared feasible, as well as effective for improving student learning outcomes. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://eprints.ums.ac.id/69386/12/HALAMAN%20DEPANN.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |