Efektivitas Penggunaan Media Pembelajaran Game Edukasi 2D Matematika Bangun Datar Terhadap Hasil Belajar Siswa Kelas 4 SD

Syafi'uddin, Mochkammad Tabah and , Ryan Rizki Adhisa, S.Kom.,M.Kom (2022) Efektivitas Penggunaan Media Pembelajaran Game Edukasi 2D Matematika Bangun Datar Terhadap Hasil Belajar Siswa Kelas 4 SD. Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

Students' understanding of the basics of two-dimentional figure is very important, because at this level it is the basics of two-dimentional figure that will be used as the basis for learning two-dimentional figure mathematics at the next level. The learning process applied at SD NEGERI 1 Blulukan is still teacher-centered, while the current curriculum applied is the 2013 curriculum where learning should be student-centered. This study aims to develop flat-shaped mathematics learning media for elementary school students with educational games in the form of 2D educational games made with the construct application. One of the innovations that is quite helpful for this learning is the creation of an educational game application for two-dimentional figure 2D Mathematics to help increase the knowledge of elementary school students and increase students' interest in learning, especially in the subjects of Mathematics in two-dimentional figure materials. So that this educational game has the potential to be used by students in order to make it easier for students to understand the material of two-dimentional figure in mathematics subjects. This research was conducted using a Research and Development (R&D) approach using the ADDIE method. The results of this learning media test 1) Aikens V media test obtained a V value of 0.83, so that the observations can be declared valid and very feasible. 2) The material V aikens test gives a V value of 0.89, so it can be declared valid and feasible. 3) User assessment using the SUS Questionnaire obtained 92.5 results, so this learning media is very feasible to use. 4) The Independent sample t-test showed that there was a significant difference in the average value between group A and group B, for Group A the average score was 83.33, while for Group B the average was 65, 33.

Item Type: Thesis (Skripsi)
Uncontrolled Keywords: android application, learning media, educational games, mathematics, two-dimentional figure.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika
Depositing User: M. TABAH SYAFI'UDDIN
Date Deposited: 24 Feb 2022 03:27
Last Modified: 24 Feb 2022 03:27
URI: http://eprints.ums.ac.id/id/eprint/98477

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