MEDIA GAME EDUKASI BERBASIS BUDAYA UNTUK PEMBELAJARAN PENGENALAN BILANGAN PADA ANAK USIA DINI
Journal: MUST: Journal of Mathematics Education, Science and Technology (Vol.2, No. 2)Publication Date: 2017-12-31
Authors : Dwi Songgo Panggayudi; Wardah Suweleh; Pramudana Ihsan;
Page : 255-266
Keywords : integration; culture; educational games; research development;
Abstract
Mathematics is a science whose development is influenced by socio-cultural context. Therefore, it is possible to study mathematics by integrating it with culture. This integration seeks to improve the quality or quality of education in order to face global challenges, one of them by doing cultural-based mathematics learning using technology. Potential computer technology as a learning media in improving the quality of mathematics learning about the introduction of numbers, so the need for the development of educational media-based educational game culture using Adobe Flash CS6 Professional application. Educational game is a technology that can be utilized as an innovative learning media to support teaching and learning activities. Thus, the use of games in the world of education is a necessity, which will provide a positive impact in the learning process. The purpose of this research and development is to produce cultural-based educational learning media that can be used as an alternative learning media in overcoming students' learning difficulties, and as an innovative way to introduce Indonesian culture from an early age. This type of research is classified as research and development. The research and development procedure adapted from Thiagarajan with 4D is Define, Design, Development and Dissemination. Techniques of data collection using interviews, documentation studies and questionnaires. Media Learning educational game valid with average percentage 83,50%, practical with percentage 88,60%, and effective with mean percentage 88,23% and result of calculation of success contribution of media use Learning educational game at trial 90, 44% (small scale) and 85.19% (large scale). In addition, to measure the effectiveness of these media can also be seen based on achievement scores of student learning outcomes that show above average KKM 75 (in this case 7.5). Overall, the average was above 7, although there were 2 students on a small-scale trial and 3 students on a large-scale trial that scored below 7.
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Last modified: 2018-02-26 14:25:16