Mobile Game for Equality of Fractions for Elementary School Students

Q2 Social Sciences
A. Wulandari, Mohammad Faizal Amir
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引用次数: 3

Abstract

The low learning outcomes in the equality of fractions material are due to the unavailability of mobile technology game media that can train and explore the pattern of equality of fractions appropriately. This study aims to produce a valid, practical, and effective mobile game for equality of fractions (MoGEF) to improve learning outcomes on equality of fractions material. This study uses research and development methods through analysis, design, development, implementation, and evaluation. The subjects of this study were 29 students in the fourth grade of elementary school. Validity was measured by assessing two experts (mathematical education expert and information technology education expert). Practicality was measured through the results of the student response questionnaire, while effectiveness was measured through the posttest of student learning outcomes after using MoGEF. Data were collected using questionnaires and tests. The validity results obtained an average of 86.06% in the interval of 85.00% 100.00% with completely valid criteria. Practicality obtained an average of 4.659, which is in the interval of 2.50  3.25 with very practical criteria. Effectivenes shows the criteria of 79.83% berada pada interval 70.00%  85.00% dengan kriteria efektif. The effectiveness of the mobile game obtained a significance value of 2.127 > 2.048, which means it can improve the learning outcomes of elementary school students in the equality of fractions material. Therefore, the development of mobile games for equality of fraction is concluded to be very valid, very practical, and effective.
小学生分数相等手游
分数等式教材学习效果低的主要原因是缺乏能够适当训练和探索分数等式模式的移动技术游戏媒体。本研究旨在制作一个有效、实用、有效的分数相等移动游戏(MoGEF),以提高分数相等材料的学习效果。本研究采用研究开发方法,通过分析、设计、开发、实施和评估。本研究以29名小学四年级学生为研究对象。效度通过评估两位专家(数学教育专家和信息技术教育专家)来衡量。实用性通过学生反应问卷的结果来衡量,有效性通过使用MoGEF后对学生学习成果的后测来衡量。通过问卷调查和测试收集数据。效度在85.00% - 100.00%区间内平均为86.06%,标准完全有效。实用性得到了4.659的平均值,这是在2.50 3.25区间非常实用的标准。结果表明,标准的有效性为79.83%,区间为70.00%,区间为85.00%。该手游的有效性显著值为2.127 > 2.048,说明该手游能够提高小学生分数相等材料的学习效果。因此,对于分数相等的手机游戏的开发是非常有效的,非常实用和有效的。
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来源期刊
CiteScore
1.90
自引率
0.00%
发文量
35
审稿时长
12 weeks
期刊介绍: As an international, multi-disciplinary, peer-reviewed, open-access journal, IEJEE provides a platform for the publication of scientific research in the all areas of education on elementary grades. IEJEE is a multidisciplinary journal, committed to no single approach, discipline, methodology or paradigm. It is concerned with elementary education in general and devoted to all concerned with elementary education. IEJEE welcomes original empirical investigations. The papers may represent a variety of theoretical perspectives and different methodological approaches. The major criteria in the review and the selection process concern the significance of the contribution to the area of elementary education.
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