Lifindra, Benny Hansen (2022) Pengembangan Aplikasi Puzzle Game Edukasi Untuk Membantu Siswa Mempelajari Matematika Khususnya Tingkat SMA. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Permasalahan dalam tugas akhir ini didasari oleh pandemi COVID-19. Indonesia terpaksa memberlakukan protokol kesehatan yang membatasi kegiatan belajar mengajar di sekolah. Akibatnya, proses pembelajaran dilakukan secara online. Akan tetapi, siswa banyak mengalami gangguan ketika belajar terutama bidang ilmu matematika. Tugas akhir ini mencoba meneliti efektivitas game edukasi dalam mempelajari ilmu matematika.
Tugas akhir ini akan mengujikan metode pembelajaran repetitif dalam matematika. Model ini melatih pelajar dengan mengerjakan latihan soal secara berulang hingga mereka memahami materi yang diberikan. Rancangan game edukasi akan dibuat mengikuti model pembelajaran ini. Pemain dapat bermain berulang kali melatih kemampuan berpikir mereka dalam mengerjakan soal matematika. Untuk menguji efektivitas pembelajaran ini, subjek tes percobaan akan diuji selama dua minggu menggunakan pretest dan posttest soal matematika.
Dari uji coba yang telah dilakukan, didapatkan kesimpulan bahwa metode pembelajaran repetitif cocok untuk diimplementasikan ke dalam game edukasi. Bidang ilmu yang paling cocok untuk diajari menggunakan rancangan ini adalah limit fungsi dan trigonometri. Selain itu, hasil uji coba menunjukkan bahwa efektivitas game edukasi berbanding lurus dengan kemampuan belajar pemainnya. Tingkat kesulitan game edukasi harus didasarkan dari kemampuan pelajar yang ingin diajari. Efektivitas game edukasi dapat diuji dengan memberikan beberapa pertanyaan sebelum dan sesudah pemain bermain.
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The problem in this final project is based on the COVID-19 pandemic. Indonesia was forced to enforce a health protocol that limits teaching and learning activities in schools. As a result, the learning process is carried out online. However, many students experience interference when learning, especially in the field of mathematics. This final project tries to examine the effectiveness of educational games in learning mathematics.
This final project will test the method of repetitive learning in mathematics. This model trains students by doing practice questions repeatedly until they understand the material given. The design of the education game will be made following this learning model. Players can play repeatedly to practice their thinking skills in doing math problems. To test the effectiveness of this learning, experimental test subjects will be tested for two weeks using a pretest and posttest math problems.
From the trials that have been carried out, it is concluded that the repetitive learning method is suitable to be implemented in educational games. The fields of science that are most suitable to be taught using this design are limit functions and trigonometry. In addition, the trial results show that the effectiveness of educational games is directly proportional to the learning ability of the players. The level of difficulty of educational games must be based on the ability of the student to be taught. The effectiveness of educational games can be tested by asking several questions before and after players play.
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Mathematics, Repetitive, Design, Education Game, Effectiveness, Matematika, Repetitif, Rancangan, Game Edukasi, Efektivitas |
Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods Q Science > QA Mathematics > QA141 Numeracy--Problems, exercises, etc. |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
Depositing User: | Benny Hansen Lifindra |
Date Deposited: | 03 Feb 2022 06:50 |
Last Modified: | 01 Nov 2022 00:57 |
URI: | http://repository.its.ac.id/id/eprint/92712 |
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