![]() ![]() Over the past decade, the use of commercial video games and serious games has developed in child and adolescent psychiatry. Therefore, it can be concluded that the computer-based mathematical education game on the number pattern material developed was feasible for use in learning mathematics. The results of field trials revealed that the mathematical education game was effective, easy to use, and efficient. The results of the expert assessment showed that the computer-based mathematical education game on number pattern material was suitable for use in learning mathematics. The students involved in the field test were eighth-graders of SMP (Junior High School) Muhammadiyah 8 Palembang, Indonesia. The experts who conducted the assessment consisted of a mathematics education lecturer, IT staff, and mathematics teacher. The feasibility of the game was reviewed based on expert assessments and the results of the field test to students. The development study used a formative evaluation stage which includes self-evaluation, expert review and one-to-one evaluation, small group, and field test. Dengan demikian, dapat disimpulkan bahwa game edukasi matematika berbasis komputer pada materi pola bilangan yang dikembangkan layak digunakan dalam pembelajaran matematika.Development of computer-based mathematical education games on number pattern materialAbstractThis study aimed to produce a feasible computer-based mathematical education game on number pattern material. Hasil uji coba lapangan mengungkapkan bahwa game edukasi matematika efektif, mudah digunakan, dan efisien. Hasil penilaian pakar menunjukkan bahwa game edukasi matematika berbasis komputer pada materi pola bilangan layak digunakan dalam pembelajaran matematika. Siswa yang terlibat dalam uji coba adalah siswa kelas VIII SMP Muhammadiyah 8 Palembang. Pakar yang melakukan penilaian terdiri dari dosen pendidikan matematika, staf IT, dan guru matematika. Kelayakan game yang dikembangkan ditinjau berdasarkan penilaian pakar dan hasil uji coba lapangan kepada siswa. Penelitian pengembangan ini menggunakan tahap formative evaluation yang meliputi self evaluation, expert review dan one-to-one evaluation, small group,dan field test. ![]() Penelitian ini bertujuan untuk menghasilkan game edukasi matematika berbasis komputer pada materi pola bilangan yang layak. ![]()
0 Comments
Leave a Reply. |