Development of an android-based fractional education game with independent character strengthening

Verawati Verawati, Yuniawatika Yuniawatika, Arda Purnama Putra

Abstract


Media use in mathematics learning in elementary schools is crucial One technology-based media that can make it easier for students to learn while playing is educational games. This development research aims to produce an android application in the form of an educational game with independent character strengthening that is feasible and practical to be used as a learning medium for mathematics fractional material for grade 4 elementary school students. This research uses the ADDIE model's research and development, which consists of five stages: analysis,, design, development, implementation, and evaluation. Media feasibility assessments are carried out by material experts, media experts, and teachers. The students assessed the practicality of the medias after using the media at the time of the trial. The data collection instruments used in this study were questionnaires, interviews, observations, and evaluation tests. The results showed that: (1) validation results from material experts, media experts, and teachers show that educational game media is very suitable for use in learning, (2) the results of student response questionnaires in large and small group trials show that practical educational games are used as mathematics learning media for fractional material for grade 4 students, (3) learning outcomes and student independence character increase after learning to use the media.

Keywords


Educational Games; Android; Fractions; Independent Characters

Full Text:

PDF

References


Agustina, N. (2018). Learner development. Yogyakarta: Deepublish.

Akbar, S. (2015). Learning Device Instruments. Bandung: PT. Remaja Rosda Karya.

Arikunto, S. (2010). Research Procedures for a Practical Approach. Jakarta: Rineka Cipta.

Ariyanti, S. D., & Rahmawati, I. (2019). Development of Android-Based Happy Chef Game Media On Mathematics Subjects Material Comparing Fractions Grade IV Elementary School. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 7(1), 2623–2634.

Buchheister, K., Jackson, C., & Taylor, C. E. (2017). Maths games: A universal design approach to mathematical reasoning. Australian Primary Mathematics Classroom, 22(4), 7–12.

Budiarto, M. K., Joebagio, H., & Sudiyanto, S. (2020). Student’s View of Using Digital Learning Media in Classroom Activities: A Case of Public Senior High School in Cirebon, Indonesia. Jurnal Pendidikan Progresif, 10(1), 47–54.

Dewi, G. P. F. (2012). Development of an educational game on animal name recognition in English as a learning medium for elementary school students based on Macromedia flash. Unpublised Thesis. Yogyakarta: Universitas Negeri Yogyakarta.

Dewi, S. R., & Haryanto, H. (2019). Interactive multimedia development of summation on integers for grade IV elementary school students. Premiere Educandum: Jurnal Pendidikan Dasar Dan Pembelajaran, 9(1), 9–22.

Ekayani, P. (2017). The importance of using learning media to improve student learning achievement. Jurnal Fakultas Ilmu Pendidikan Universitas Pendidikan Ganesha Singaraja, 2(1), 1–11.

Faridy, D. V., Untari, E., & Mudiono, A. (2019). Development of Interactive CD Learning Media for Animal Life Cycle in Grade IV Elementary School. Wahana Sekolah Dasar, 27(1), 10–17.

Firdaus, A. K. (2020). Development of WEB Marking Media on Fractional Material Worth Grade IV Elementary School. Universitas Muhammadiyah Malang.

Husna, L. (2017). Independent character education in grade IV students of SD Unggulan Aisyiyah Bantul. Basic Education, 6(10), 964–974.

Irsa, D., Saputra, R. W., & Primaini, S. (2016). Designing an early childhood learning educational game application using an android-based linear congruent method (LCM). Jurnal Informatika Global, 6(2), 7–14.

Jamun, Y. M. (2018). The impact of technology on education. Jurnal Pendidikan dan Kebudayaan Missio, 10(1), 48–52.

Julaiha, S. (2014). Implementation of character education in learning. Dinamika Ilmu: Jurnal Pendidikan, 14(2), 226–239. https://doi.org/https://doi.org/10.21093/di.v14i2.15

Kemendikbud. (2006). Permendikbud Number 22 of 2006 concerning Content Standards for Primary and Secondary Education Units. Jakarta.

Kharisma, G. I., & Arvianto, F. (2019). The development of android applications in the form of local culture-based education games for early reading skills for grade 1 elementary school students. Premiere Educandum: Jurnal Pendidikan Dasar Dan Pembelajaran, 9(2), 203–213.

Kholil, M., Bali, M. M. E. I., & Fatimah, S. (2021). The Urgency of Independent Character Development in Developing Moral Intelligence through Online Learning Muróbbî: Jurnal Ilmu Pendidikan, 5(2), 273–288.

Krisbiantoro, D., & Haryono, D. (2017). Mathematics games as an effort to improve the understanding of the mathematics of elementary school students. Telematika, 10(2), 1–11.

Kurniawan, M. I. (2015). Educating to shape the character of elementary school students: the study of the analysis of the task of the teacher in educating students of good personal character. PEDAGOGIA: Jurnal Pendidikan, 4(2), 121–126.

Kyriakides, A. O. (2011). Questioning Assumptions That Limit The Learning of Fractions: The Story of Two Fifth Graders. Proceedings of The Seventh Congress of The European Society For Research in Mathematics Eduaction,(Online),(http://ermeweb. free. fr/), accessed, 17.

Mandarsary, R., & Tika, A. (2017). Diagnosis of Learning Difficulties Fractional Concepts In Grade IV Elementary School Students. Seminar Nasional Hasil Penelitian 2016, 543–550.

Munggaran, R. (2012). Utilization of Open Source Educational Software by Students in the Context of Implementing Law No. 19 of 2002 concerning Copyright Intellectual Property Rights. Universitas Pendidikan Indonesia.

Noemí, P.-M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230–238.

Nuraini, N. L. S., Suhartono, S., & Yuniawatika, Y. (2017). Student Error on Fractional Addition and Subtraction Operations in Grade VI elementary school. Sekolah Dasar: Kajian Teori dan Praktik Pendidikan, 25(2), 168–175.

Pane, B., & Najoan, X. B. N. (2017). Design and Build an Educational Game Application for Various Indonesian Cultures. Jurnal Teknik Informatika, 12(1), 1–8.

Pasani, C. F., & Pramita, M. (2014). Improving the independent character and learning outcomes of students' mathematics through a think pair share (TPS) type cooperative learning model in class VIII-C of SMPN 13 Banjarmasin. Jurnal Pendidikan Matematika, 1(2), 17–32.

Patmanthara, S. (2014). Development of Interactive Learning Lectures Basics of Electrical Circuits With Internet-Based. Jurnal Cakrawala Pendidikan, 33(2), 245–256.

Peterson, R., Verenikina, I., & Herrington, J. (2008). Standards for educational, edutainment, and developmentally beneficial computer games. EdMedia+ Innovate Learning, 1307–1316.

Puspitarini, Y. D., & Hanif, M. (2019). Using Learning Media to Increase Learning Motivation in Elementary School. Anatolian Journal of Education, 4(2), 53–60.

Putra, D. W., Nugroho, A. P., & Puspitarini, E. W. (2016). Android-based Educational Games as a learning medium for early childhood. JIMP-Jurnal Informatika Merdeka Pasuruan, 1(1), 46–58.

Rohmatulloh, A. L., & Zuhdi, U. (2020). Development of Android-Based Math Adventure Educational Game Media on Multiplication and Fractional Division of Grade V Elementary School. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 8(2), 230–239.

Sari, K. W., Saputro, S., & Hastuti, B. (2014). Development of a chemistry educational game based on a role playing game (RPG) on atomic structure material as an independent learning medium for class X high school students in Purworejo district. Jurnal Pendidikan Kimia, 3(2), 96–104.

Sinaga, R. M., Trisnaningsih, T., & Pujiati, P. (2019). Development of Learning Media Based on Mobile Learning Applications. Jurnal Pendidikan Progresif, 9(1), 50–58.

Suciati, I. (2020). Use of the "Mathematical Mental Warfare" Method by Using Fractional Card Media in Fractional Number Summation Materials. Guru Tua: Jurnal Pendidikan dan Pembelajaran, 3(1), 35–42.

Sugiyono. (2015). Educational Research Methods (Quantitative, Qualitative and R&D Approaches). Bandung: Alfabeta.

Sunarti, S., Rahmawati, S., & Wardani, S. (2016). Development of the adventure game "si bolang" as a thematic learning medium to increase the motivation and learning achievement of grade V elementary school students. Jurnal Cakrawala Pendidikan, 35(1), 58–68.

Tegeh, I. M., & Kirna, I. M. (2013). Development of teaching material for educational research methods with the addie model. Jurnal Ika, 11(1), 12-26.

Viorika, E. (2019). Development of the educational game "Labyrinth of Mathematics" as a medium for training number material. Unpublised Thesis. Surabaya: UIN Sunan Ampel Surabaya.

Vitianingsih, A. V. (2016). Educational games as a medium for learning early childhood education. Inform, 1(1), 25–32.

Wati, I. F. (2020). Digital Game-Based Learning as A Solution to Fun Learning Challenges During the Covid-19 Pandemic. 1st International Conference on Information Technology and Education (ICITE 2020), 202–210. Atlantis Press.

Wati, I. F., Yuniawatika, Y. Y., & Murdiyah, S. (2020). Needs Analysis of Game Based Learning Teaching Materials Integrated Creative Characters. Jurnal Pendidikan Karakter, 10(2), 181–195.

Wibisono, W., & Yulianto, L. (2012). Designing Educational Games for Learning Media at the Junior High School of the Teachers' Union of the Republic of Indonesia Gondang, Nawangan District, Pacitan Regency. Speed-Sentra Penelitian Engineering dan Edukasi, 2(2), 37–42.

Widodo, S. A. (2018). Selection of Learning Media Mathematics for Junior School Students. Turkish Online Journal of Educational Technology-TOJET, 17(1), 154–160.

Widyastuti, R., & Puspita, L. S. (2020). Development of educational game-based learning media on thematic science matpel for environmental cleanliness. Paradigma–Jurnal Informatika dan Komputer, 22(1), 95–100.

Winarni, D. S., Naimah, J., & Widiyawati, Y. (2019). Development of science adventure educational games to improve students' problem solving skills. Jurnal Pendidikan Sains Indonesia, 7(2), 91–100.

Yagmur, B. E. (2020). A Game-Based Activity Related to Prime Numbers. Journal of Inquiry Based Activities, 10(1), 18–30.


Article Metrics

Abstract has been read : 416 times
PDF file viewed/downloaded: 0 times


DOI: http://doi.org/10.25273/pe.v12i2.12792

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran


Premiere Educandum: Jurnal Pendidikan Dasar dan Pembelajaran published by UNIVERSITAS PGRI MADIUN.

View Premiere Educandum Stats