The Use of Educational Game Media and Its Effect on Student Achievement of 6th Grade Elementary School Students in Mathematics Learning

Aqsyari Pujianti Syam, A. Syamsuddin, Aqsyari Pujian Syam, I. Akib
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Abstract

This study aims to find out the description of the use of educational game media and its impact on the mathematics learning outcomes of grade VI elementary school students. This study included quasi-experimental research with a pre-test-post-test control group design. This study involved 29 sixth grade elementary school students at Makassar. Determination of sample was done by using simple random sampling technique. Students’ mathematics learning outcomes data are obtained by using test of students’ learning outcomes in essay forms (pre-test and post-test) given classically to students. The data obtained were analyzed using descriptive statistical analysis techniques. The results of this study indicated that the average value of students’ learning outcomes before and after the use of educational game media has increased from 44.14 to 85.00. The test scores of students’ learning outcomes were only centered on the medium, low, very low category before the use of educational game media. The average score in the very low category is at 31.92 with a frequency of 13 students, low category is 49.50 with a frequency of 10 students and for the moderate category is 61.66 with a frequency of 6 students. The average value of student’s learning outcomes after experiencing the use of educational game media increased with a high category of 81.58 with a frequency of 19 students while for the very high category 91.50 with a frequency of 10 students. This indicates that there was an increase in students of learning outcomes after the use of educational game media in learning mathematics. Keywords—educational game, learning outcomes
教育游戏媒体的使用及其对六年级小学生数学学习成绩的影响
本研究旨在了解教育游戏媒体的使用描述及其对小学六年级学生数学学习成果的影响。本研究采用准实验研究,采用前测后测对照组设计。本研究以29名望加锡小学六年级学生为研究对象。样品的测定采用简单随机抽样技术。学生的数学学习成果数据是通过对学生的经典写作形式(测试前和测试后)的学生学习成果进行测试获得的。所得数据采用描述性统计分析技术进行分析。本研究结果表明,学生在使用教育游戏媒体前后的学习成果平均值从44.14上升到85.00。在使用教育游戏媒体前,学生的学习成果测试分数仅集中在中、低、极低类别。极低类平均得分为31.92分,出现频率为13人;低类平均得分为49.50分,出现频率为10人;中等类平均得分为61.66分,出现频率为6人。体验教育游戏媒体后,学生的学习成果平均值增加,高类别为81.58,频率为19人,而高类别为91.50,频率为10人。这表明,在使用教育游戏媒体学习数学后,学生的学习成果有所提高。关键词:教育游戏;学习成果
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