Pengembangan Game Eduksi Berorientasi Kemampuan Berpikir Kreatif Siswa Materi Limit Fungsi Aljabar Kelas XI

Khusnul Khotimah, Maya Kholida
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Abstract

The use of media in the learning process is one of the efforts to create more meaningful and quality learning. To foster student interest in learning and improve students’ creative thinking skills, it is necessary to develop a learning media that has the concept of learning while playing so that student’ motivation in learning mathematics can increase, including by developing educational game media. The purpose of this research is to describe the development of educational games oriented to students’ creative thinking skills. The method used in this research is a development research method using the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The result obtained an average validity score of 80% with a valid category. Based on the results of student responses to educational games on the limit of algebraic function, it was concluded that at least 75% of student gave positive responses to  educational games, so the educational games are practical to use and 80% of students are able to achieve learning mastery scores, so educational games are said to be effective.
面向创造性思维能力的游戏开发学生的代数功能极限
使用媒体的学习过程是一个努力创造更有意义的学习和质量。为了培养学生的学习兴趣,提高学生的创造性思维能力,有必要开发一种具有“边玩边学”理念的学习媒体,从而提高学生学习数学的动机,包括开发教育游戏媒体。本研究的目的是描述面向学生创造性思维技能的教育游戏的发展。本研究采用的方法是采用ADDIE模型的开发性研究方法,分为分析、设计、开发、实施和评估五个阶段。结果显示,平均效度为80%,且有一个有效类别。基于代数函数极限下学生对教育游戏的反应结果,得出至少75%的学生对教育游戏给出了积极的反应,因此教育游戏具有实用性,80%的学生能够达到学习掌握分数,因此教育游戏是有效的。
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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