Pengembangan Media Pembelajaran Matematika Pada Materi Bangun Ruang Sisi Datar dengan Konsep Gamifikasi

Muhammad Zakaria Isna Khauli, N. Nasution, Sayyidatul Karimah
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Abstract

In this study, we developed a learning media with the concept of gamification for plane geometry and examine the students’ responses to the media. Gamification is the concept of gamifying certain things to gain some engagement for that certain thing. In this study, we applied the gamification concept in a learning media for plane geometry. The media was made to fulfill scriteriarias of gamification which are challenges and levels. This study followed the research step of Borg the and Gall development research model which are: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, 5) design improvement, 6) product trial, and 7) product revision. The media itself was made using PowerPoint and was converted to ppsx fie. For knowing the validation and practicality, we used the Likert scale. The result of the validation test is 83.44% based on 8 validators and for practicality is 90.90% based on 34 students of MTs IN Banyurip Ageng. This study concluded that the mathematics learning media with the concept of gamification had sufficient results by the very valid and very practical criteria to be used as a media for plane geometry.
数学学习媒体发展的平面空间与模拟概念
在本研究中,我们开发了一种具有游戏化概念的平面几何学习媒体,并考察了学生对媒体的反应。游戏化是指将某些事物游戏化,从而获得某些事物的粘性。在本研究中,我们将游戏化概念应用于平面几何的学习媒体。媒体是为了满足游戏化的标准,即挑战和关卡。本研究遵循Borg and Gall发展研究模型的研究步骤,即:1)潜力和问题,2)数据收集,3)产品设计,4)设计验证,5)设计改进,6)产品试用,7)产品修订。媒体本身是用PowerPoint制作的,并被转换成ppt格式。为了了解有效性和实用性,我们使用了李克特量表。基于8个验证者的验证性测试结果为83.44%,基于34名Banyurip Ageng MTs学生的实用性测试结果为90.90%。本研究的结论是,具有游戏化概念的数学学习媒体具有足够的结果,符合非常有效和非常实用的标准,可以用作平面几何的媒体。
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