SHAFA RAMADHAN, . (2022) PENGEMBANGAN MEDIA GAME EDUKASI MATEMATIKA BERBASIS ANDROID UNTUK MELATIH KEMAMPUAN BERPIKIR TINGKAT TINGGI SISWA KELAS II SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian dan pengembangan ini bertujuan untuk menghasilkan produk berupa media Game Edukasi Matematika berbasis Android pada pembelajaran matematika materi pecahan untuk melatih kemampuan berpikir tingkat tinggi siswa kelas II sekolah dasar. Responden dalam pengembangan ini terdiri dari satu dosen ahli materi, satu dosen ahli media, satu dosen ahli bahasa, guru kelas II sekolah dasar, dan siswa kelas II sekolah dasar yang berjumlah 3 siswa pada tahap one to one, 5 siswa pada tahap small group dan 10 siswa pada tahap field test. Metode penelitian yang digunakan adalah penelitian dan pengembangan (R&D) dengan menggunakan model Hannafin dan Peck. Teknik pengumpulan data yang digunakan adalah wawancara dan kuesioner, tes kemampuan berpikir tingkat tinggi, pretest-posttest. Hasil uji coba pengembangan media Game Edukasi Matematika kepada para ahli diperoleh nilai rata-rata 84% untuk ahli materi, 79,5% untuk ahli media, dan 85% untuk ahli bahasa. Hasil uji coba one to one mendapatkan nilai rata-rata 92,70%, small group mendapatkan nilai rata-rata 98%, dan field test mendapatkan nilai rata-rata 95,6%. Hal ini menunjukkan bahwa media Game Edukasi Matematika berbasis Android masuk ke dalam kategori sangat baik sehingga layak digunakan dalam pembelajaran matematika materi pecahan untuk melatih kemampuan berpikir tingkat tinggi siswa. ---------- This research and development aims to produce a product in the form of an Android-based Math Educational Game media for learning mathematics with fractions to train high-level thinking skills of second grade elementary school students. Respondents in this development consisted of one material expert lecturer, one media expert lecturer, one linguist lecturer, grade II elementary school teacher, and grade II elementary school students totaling 3 students in the one-to-one stage, 5 students in the small group stage and 10 students in the field test stage. The research method used is research and development (R&D) using the Hannafin and Peck model. Data collection techniques used were interviews and questionnaires, higher order thinking skills test, pretest-posttest. The results of the trial of the development of Mathematics Education Game media to experts obtained an average score of 84% for material experts, 79.5% for media experts, and 85% for linguists. The results of the one-to-one trial got an average score of 92.70%, the small group got an average score of 98%, and the field test got an average score of 95.6%. This shows that the Android-based Math Educational Game media is in the very good category so that it is suitable to be used in learning mathematics with fractions to train students' higher-order thinking skills.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dra. Endang M. Kurnianti, M.Ed. ; 2). Dr. Ika Lestari, S.Pd., M.Si. |
Subjects: | Pendidikan > Teori, Penelitian Pendidikan Pendidikan > Media Pembelajaran Pendidikan > Aneka Ragam tentang Pendidikan |
Divisions: | FIP > S1 Pendidikan Guru Sekolah Dasar |
Depositing User: | Users 13026 not found. |
Date Deposited: | 16 Sep 2022 04:23 |
Last Modified: | 16 Sep 2022 04:23 |
URI: | http://repository.unj.ac.id/id/eprint/36047 |
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