Abstract
Educational game is a game that can encourage someone to think more actively and creatively in learning. During this time, learning Discrete Mathematics courses in the Informatics Education Study Program still uses media in the form of books, Power Point (PPT), and blackboards. That makes students less interested in learning. Therefore, an Android-based educational game was developed to be able to achieve learning goals in Discrete Mathematics courses, especially set topics. The research data used is the 2017 batch of Informatics Education students. The development model used is ADDIE with five stages, namely Analyze (Design), Design (Development), Development (development), Implementation (implementation), and Evaluation (evaluation). Test results by learning media experts reach 99%. The test results by material experts reached 82%. The results of individual, small group and large group trials reached 90%, 84% and 86% respectively. Based on the assessment, Android-based educational game media was declared feasible to be used as learning media in the Discrete Mathematics subject set material.
Highlights
Abstrak Game edukasi merupakan permainan yang dapat mendorong seseorang untuk berfikir lebih aktif dan kreatif dalam pembelajaran
feasible to be used as learning media in the Discrete Mathematics subject set material
Vol. Prinsip Desain Pembelajaran: Jurnal Dimensi Pendidikan dan Pembelajaran, Special Issue, SEMNASDIKJAR 2019 ISSN 2303-3800 (Online), ISSN 2527-7049 (Print) Disesuaikan dengan Kurikulum 2013
Summary
Analisis deskriptif kuantitatif ialah suatu cara pengolahan data yang dilakukan dengan jalan menyusun secara sistematis dalam bentuk angka-angka dan/ presentase, mengenai suatu objek yang diteliti, sehingga diperoleh kesimpulan umum [10]. Potensi media pembelajaran berupa game edukasi berbasis android dalam menfasilitasi konten pembelajaran yang ada pada materi himpunan. Kejelasan tampilan visual berupa teks, gambar, tombol dan animasi dalam media pembelajaran berupa game edukasi berbasis android. Representasi susunan gambar, teks, warna dan tombol dalam media pembelajaran berupa game edukasi berbasis android untuk mempercepat pemahaman mahasiswa. Representasi kejelasan petunjuk penggunaan dalam media pembelajaran berupa game edukasi berbasis android untuk mempercepat pemahaman mahasiswa. Daya tarik penggunaan visual berupa teks, gambar, tombol dan animasi dalam media pembelajaran berupa game edukasi berbasis android. Daya tarik penggunaan susunan gambar, warna dan tombol dalam media pembelajaran berupa game edukasi berbasis android. Berdasarkan hasil penilaian tersebut, maka dapat dihitung prosentase tingkat pencapaian media pembelajaran game edukasi berbasis android pada materi Himpunan sebagai berikut: Prosentase jawaban = x 100% Prosentase jawaban = 99%. Sedangkan saran dan masukkan yang diberikan oleh ahli media adalah menu petunjuk permainan diberi pause
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.