Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning

Penelitian ini merupakan penelitian pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning untuk meningkatkan motivasi belajar di SMP Modern Al Rifa Ie. Penelitian ini bertujuan untuk mengetahui pengembangan game edukasi dan mengetahui kelayakan game e...

Full description

Saved in:
Bibliographic Details
Main Authors: Arif Achmad Syaikhu, Yuniar Ika Putri Pranyata, Trija Fayeldi
Format: Article
Language:English
Published: institut agama islam negeri kediri 2022-12-01
Series:Journal Focus Action of Research Mathematic
Subjects:
Online Access:https://jurnalfaktarbiyah.iainkediri.ac.id/index.php/factorm/article/view/629
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1841555834786545664
author Arif Achmad Syaikhu
Yuniar Ika Putri Pranyata
Trija Fayeldi
author_facet Arif Achmad Syaikhu
Yuniar Ika Putri Pranyata
Trija Fayeldi
author_sort Arif Achmad Syaikhu
collection DOAJ
description Penelitian ini merupakan penelitian pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning untuk meningkatkan motivasi belajar di SMP Modern Al Rifa Ie. Penelitian ini bertujuan untuk mengetahui pengembangan game edukasi dan mengetahui kelayakan game edukasi. Penelitian ini menerapkan pendekatan Research & Development dengan menggunakan model ADDIE yang dimulai dari tahap (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Hasil uji kelayakan game edukasi matematika Snake and Ladder dinyatakan sangat valid berdasarkan hasil validasi oleh ahli media dengan persentase kevalidan sebesar 88,90%, ahli materi sebesar 81,25%, dan ahli pembelajaran sebesar 86,80%, dinyatakan sangat praktis berdasarkan hasil angket respon siswa dengan persentase sebesar 97,26%, dan terbukti efektif dalam meningkatkan motivasi belajar siswa berdasarkan selisih hasil angket motivasi belajar siswa sebelum menggunakan media dari 76,38% menjadi 85,78% setelah menggunakan media. Hal tersebut menunjukkan produk pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning valid, praktis dan efektif untuk meningkatkan motivasi belajar siswa SMP Modern Al Rifa Ie. This research is a research on the development of Electronic Snake and Ladder (eSnL) mathematics learning media on game-based learning to increase motivation to study at Al Rifa Ie Modern Junior High School. This study aims to determine the development of educational games and determine the feasibility of educational games. This research applies the Research & Development approach using the ADDIE model which starts from stage (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The feasibility test results of the Snake and Ladder mathematics educational game were declared very valid based on the validation results by media experts with a percentage of validity of 88.90%, material experts of 81.25%, and learning experts of 86.80%, it was stated to be very practical based on the results of student response questionnaires with a percentage of 97.26%, and proven effective in increasing students' learning motivation based on the difference in the results of the student learning motivation questionnaire before using the media from 76.38% to 85.78% after using the media. This shows that the electronic snake and ladder (eSnL) mathematics learning media development product on game-based learning is valid, practical and effective to increase the learning motivation of students of Al Rifa Ie Modern Junior High School.
format Article
id doaj-art-6ecbe63c483f450d9366a60f43e8ac04
institution Kabale University
issn 2655-3511
2656-307X
language English
publishDate 2022-12-01
publisher institut agama islam negeri kediri
record_format Article
series Journal Focus Action of Research Mathematic
spelling doaj-art-6ecbe63c483f450d9366a60f43e8ac042025-01-07T23:48:40Zenginstitut agama islam negeri kediriJournal Focus Action of Research Mathematic2655-35112656-307X2022-12-0151143010.30762/f_m.v5i1.629630Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based LearningArif Achmad Syaikhu0Yuniar Ika Putri Pranyata1Trija Fayeldi2Universitas PGRI Kanjuruhan MalangUniversitas PGRI Kanjuruhan MalangUniversitas PGRI Kanjuruhan MalangPenelitian ini merupakan penelitian pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning untuk meningkatkan motivasi belajar di SMP Modern Al Rifa Ie. Penelitian ini bertujuan untuk mengetahui pengembangan game edukasi dan mengetahui kelayakan game edukasi. Penelitian ini menerapkan pendekatan Research & Development dengan menggunakan model ADDIE yang dimulai dari tahap (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Hasil uji kelayakan game edukasi matematika Snake and Ladder dinyatakan sangat valid berdasarkan hasil validasi oleh ahli media dengan persentase kevalidan sebesar 88,90%, ahli materi sebesar 81,25%, dan ahli pembelajaran sebesar 86,80%, dinyatakan sangat praktis berdasarkan hasil angket respon siswa dengan persentase sebesar 97,26%, dan terbukti efektif dalam meningkatkan motivasi belajar siswa berdasarkan selisih hasil angket motivasi belajar siswa sebelum menggunakan media dari 76,38% menjadi 85,78% setelah menggunakan media. Hal tersebut menunjukkan produk pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning valid, praktis dan efektif untuk meningkatkan motivasi belajar siswa SMP Modern Al Rifa Ie. This research is a research on the development of Electronic Snake and Ladder (eSnL) mathematics learning media on game-based learning to increase motivation to study at Al Rifa Ie Modern Junior High School. This study aims to determine the development of educational games and determine the feasibility of educational games. This research applies the Research & Development approach using the ADDIE model which starts from stage (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The feasibility test results of the Snake and Ladder mathematics educational game were declared very valid based on the validation results by media experts with a percentage of validity of 88.90%, material experts of 81.25%, and learning experts of 86.80%, it was stated to be very practical based on the results of student response questionnaires with a percentage of 97.26%, and proven effective in increasing students' learning motivation based on the difference in the results of the student learning motivation questionnaire before using the media from 76.38% to 85.78% after using the media. This shows that the electronic snake and ladder (eSnL) mathematics learning media development product on game-based learning is valid, practical and effective to increase the learning motivation of students of Al Rifa Ie Modern Junior High School.https://jurnalfaktarbiyah.iainkediri.ac.id/index.php/factorm/article/view/629media pembelajaran matematikagame-based learningmotivasi belajar
spellingShingle Arif Achmad Syaikhu
Yuniar Ika Putri Pranyata
Trija Fayeldi
Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning
Journal Focus Action of Research Mathematic
media pembelajaran matematika
game-based learning
motivasi belajar
title Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning
title_full Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning
title_fullStr Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning
title_full_unstemmed Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning
title_short Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning
title_sort pengembangan media pembelajaran matematika electronic snake and ladder pada game based learning
topic media pembelajaran matematika
game-based learning
motivasi belajar
url https://jurnalfaktarbiyah.iainkediri.ac.id/index.php/factorm/article/view/629
work_keys_str_mv AT arifachmadsyaikhu pengembanganmediapembelajaranmatematikaelectronicsnakeandladderpadagamebasedlearning
AT yuniarikaputripranyata pengembanganmediapembelajaranmatematikaelectronicsnakeandladderpadagamebasedlearning
AT trijafayeldi pengembanganmediapembelajaranmatematikaelectronicsnakeandladderpadagamebasedlearning