Perancangan Game Edukasi Pembelajaran Matematika Dasar Untuk Siswa SD Dengan Konsep Pendekatan Fabel

Utami, Rahayuning Putri (2018) Perancangan Game Edukasi Pembelajaran Matematika Dasar Untuk Siswa SD Dengan Konsep Pendekatan Fabel. Undergraduate thesis, Institut Teknologi Sepuluh November.

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Abstract

Menurut data dari Dinas Pendidikan dan Kebudayaan Jawa Timur terkait hasil Ujian Sekolah (US) siswa kelas enam sekolah dasar merasa kesulitan dalam memahami pelajaran matematika khususnya pada materi dasar kelas 1-3. Dibutuhkan media pendukung/pendamping berkonsep fabel untuk membantu menjelaskan logika pemahaman materi matematika dasar. Media permainan digital yang saat ini 93% dimainkan oleh usia 8-11 dianggap bisa menjadi media pembelajaran tersebut. Perancangan ini menggunakan metode kuantitatif dan kualitatif. Kuantitatif diantaranya kuesioner dan user testing. Kualitatif diantaranya kaji literatur, wawancara mendalam, studi eksperimental, dan user testing untuk mendapatnya pengalaman penggunaan game yang tepat sasaran. Berdasarkan hasil user testing, persentase keberhasilan uji aspek user interface game sebesar 94,6% dari versi rilis, persentase keberhasilan peningkatan hasil belajar dengan analisa metode Paired T-Test adalah 57,8% yang membutuhkan waktu rata-rata 12 menit dalam pengerjaan quest materi pembelajaran dengan rata-rata pengulangan level 2,3 kali. Kesimpulan yang diperoleh adalah perancangan game edukasi Mamalopolis: Math City memiliki pengaruh yang besar dalam pembelajaran matematika dasar.
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According to data from East Java Education and Culture Department related to the result of School Exam (US), sixth grade students of elementary school found difficulties in understanding the mathematics lesson especially on the basic material of class 1-3. It takes supporting media/companion with fable concept to help explain the logic of basic mathematical material understanding. The digital game media that is currently 93% played by the age of 8-11 is considered to be a learning medium. This design uses quantitative and qualitative methods. Quantitative include questionnaires and user testing. Qualitative include literature review, in-depth interviews, experimental studies, and user testing to get the experience of using the right target game. Based on user testing results, the percentage of success of the game user interface aspect of 94.6% of the release version, the percentage of successful improvement of learning outcomes with Paired T-Test method analysis is 57.8% which takes an average of 12 minutes in the quest of material quest learning with an average repetition rate of 2.3 times. The conclusion obtained is the design of educational games Mamalopolis: Math City has a great influence in basic mathematics learning.

Item Type: Thesis (Undergraduate)
Additional Information: RSDP 371.337 Uta p
Uncontrolled Keywords: Game, Pembelajaran, Matematika, Dasar, Fabel, Learning, Thematic, Mathematics, Basic, Fable
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
L Education > LB Theory and practice of education > LB1501 Primary Education
Q Science > QA Mathematics
Divisions: Faculty of Architecture, Design, and Planning > Visual Communication Design > 90241-(S1) Undergraduate Thesis
Depositing User: Utami Rahayuning Putri
Date Deposited: 10 Dec 2018 08:50
Last Modified: 02 Nov 2020 07:47
URI: http://repository.its.ac.id/id/eprint/59294

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