DESAIN MEDIA PEMBELAJARAN MATEMATIKA TOPIK FAKTOR PERSEKUTUAN TERBESAR (FPB) BERBASIS APLIKASI SCRATCH

Eyus Sudihartinih, Sekar Wilujeng, Dewi Rachmatin
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引用次数: 1

Abstract

The purpose of this study was to describe the results of research on the design of Scratch-based learning media on the topic of the Greatest Commonwealth Factor (FPB). This study uses the Multimedia Development Life Cycle (MDLC) development model through six stages, namely concept, design, collecting, assembly, testing, and distribution. Furthermore, to find out the student's response to the media that has been designed so that a research instrument is used in the form of a questionnaire via Google Form and given in 2021. Research participants are students at one of the junior high schools in the city of Bekasi, West Java. Based on the results of the study, it is known that the learning media for the topic of FPB mathematics can be well designed through the MDLC development model through six stages. In addition, it is known that the student's response to the media that has been designed is positive. Thus the need for further research including game design on different topics.
基于SCRATCH app的最大共享因子(FPB)的数学学习媒体设计
本研究的目的是描述基于scratch的学习媒体在最大联邦因子(FPB)主题下的设计研究结果。本研究采用多媒体开发生命周期(Multimedia Development Life Cycle, MDLC)开发模式,经过概念、设计、收集、组装、测试和发布六个阶段。此外,为了找出学生对媒体的反应,已经设计了一种研究工具,通过谷歌表格以问卷的形式使用,并在2021年给出。研究参与者是西爪哇省勿加西市一所初中的学生。根据研究结果可知,通过MDLC开发模型可以通过六个阶段很好地设计FPB数学主题的学习媒体。此外,众所周知,学生对被设计的媒体的反应是积极的。因此,我们需要进一步研究不同主题的游戏设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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