{"title":"计数兔子》游戏式学习 媒体辅助数学辅导 Rumah Belajar Matematika 的学员学习","authors":"","doi":"10.32764/abdimaspen.v3i2.2815","DOIUrl":null,"url":null,"abstract":"Rumah Belajar Matematika is a tutoring place located in Kebonan Hamlet, Yosowilangun Kidul Village, Yosowilangun District, Lumajang Regency, East Java. The tutoring participants are elementary and junior high school students, totaling 15 people. Based on the results of observations made by the KKN team, so far the tutors at the Mathematics Learning House have never made learning innovations, especially in the use of game-based learning media. This makes us compelled to carry out mentoring activities in learning mathematics by utilizing learning media based on the counting bunny game which can make it easier for students to understand the concepts of addition and multiplication of integers. The expected goals of this service activity include: 1) so that mathematics learning activities in the tutoring can be more attractive, interesting, and fun, so that tutoring participants can be more enthusiastic in learning mathematics; 2) encourage teachers or tutors in tutoring places to be able to innovate more in learning activities, one of which is the use of learning media; 3) the use of learning media is expected to help make it easier for tutors to convey mathematical material or concepts; 4) students find it easier to understand the material or concepts presented; and 5) student learning outcomes are getting better. This learning mentoring activity was carried out for 2 days, where the KKN team acted as tutors. At the end of the activity, a response questionnaire was given to the tutoring participants to find out their response to the learning process using the counting bunny game, including enthusiasm, motivation, and interest. The results of the participants' responses showed positive results, with an average score of 3.35 and included in the high category, which means that the participants felt more enthusiastic, motivated, more interested in learning mathematics after using the counting bunny game learning media.","PeriodicalId":244011,"journal":{"name":"Jumat Pendidikan: Jurnal Pengabdian Masyarakat","volume":"50 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Pendampingan Belajar Matematika Berbantuan Media Pembelajaran Berbasis Game Counting Bunny untuk Peserta Bimbel di Rumah Belajar Matematika\",\"authors\":\"\",\"doi\":\"10.32764/abdimaspen.v3i2.2815\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Rumah Belajar Matematika is a tutoring place located in Kebonan Hamlet, Yosowilangun Kidul Village, Yosowilangun District, Lumajang Regency, East Java. The tutoring participants are elementary and junior high school students, totaling 15 people. Based on the results of observations made by the KKN team, so far the tutors at the Mathematics Learning House have never made learning innovations, especially in the use of game-based learning media. This makes us compelled to carry out mentoring activities in learning mathematics by utilizing learning media based on the counting bunny game which can make it easier for students to understand the concepts of addition and multiplication of integers. The expected goals of this service activity include: 1) so that mathematics learning activities in the tutoring can be more attractive, interesting, and fun, so that tutoring participants can be more enthusiastic in learning mathematics; 2) encourage teachers or tutors in tutoring places to be able to innovate more in learning activities, one of which is the use of learning media; 3) the use of learning media is expected to help make it easier for tutors to convey mathematical material or concepts; 4) students find it easier to understand the material or concepts presented; and 5) student learning outcomes are getting better. This learning mentoring activity was carried out for 2 days, where the KKN team acted as tutors. At the end of the activity, a response questionnaire was given to the tutoring participants to find out their response to the learning process using the counting bunny game, including enthusiasm, motivation, and interest. 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引用次数: 1
摘要
Rumah Belajar Matematika 是一个辅导场所,位于东爪哇省 Lumajang 县 Yosowilangun 区 Yosowilangun Kidul 村的 Kebonan Hamlet。参加辅导的学生是小学生和初中生,共 15 人。根据 KKN 团队的观察结果,到目前为止,数学学习之家的辅导员从未进行过学习创新,尤其是在使用游戏学习媒体方面。因此,我们有必要开展数学学习辅导活动,利用基于数兔子游戏的学习媒体,让学生更容易理解整数加法和乘法的概念。这项服务活动的预期目标包括1) 使辅导中的数学学习活动更具吸引力、趣味性和趣味性,让辅导参与者更热衷于学习数学;2) 鼓励辅导场所的教师或辅导员能够在学习活动中进行更多创新,学习媒体的使用就是其中之一;3) 预期学习媒体的使用将有助于辅导员更轻松地传达数学材料或概念;4) 学生更容易理解所呈现的材料或概念;以及 5) 学生的学习效果越来越好。这项学习辅导活动为期两天,由 KKN 团队担任辅导员。活动结束时,向辅导参与者发放了一份问卷,以了解他们对使用数兔子游戏学习过程的反应,包括热情、动力和兴趣。参与者的回答结果显示良好,平均得分为 3.35,属于高分,这意味着参与者在使用数兔子游戏学习媒体后,对数学学习更有热情、更有动力、更有兴趣。
Pendampingan Belajar Matematika Berbantuan Media Pembelajaran Berbasis Game Counting Bunny untuk Peserta Bimbel di Rumah Belajar Matematika
Rumah Belajar Matematika is a tutoring place located in Kebonan Hamlet, Yosowilangun Kidul Village, Yosowilangun District, Lumajang Regency, East Java. The tutoring participants are elementary and junior high school students, totaling 15 people. Based on the results of observations made by the KKN team, so far the tutors at the Mathematics Learning House have never made learning innovations, especially in the use of game-based learning media. This makes us compelled to carry out mentoring activities in learning mathematics by utilizing learning media based on the counting bunny game which can make it easier for students to understand the concepts of addition and multiplication of integers. The expected goals of this service activity include: 1) so that mathematics learning activities in the tutoring can be more attractive, interesting, and fun, so that tutoring participants can be more enthusiastic in learning mathematics; 2) encourage teachers or tutors in tutoring places to be able to innovate more in learning activities, one of which is the use of learning media; 3) the use of learning media is expected to help make it easier for tutors to convey mathematical material or concepts; 4) students find it easier to understand the material or concepts presented; and 5) student learning outcomes are getting better. This learning mentoring activity was carried out for 2 days, where the KKN team acted as tutors. At the end of the activity, a response questionnaire was given to the tutoring participants to find out their response to the learning process using the counting bunny game, including enthusiasm, motivation, and interest. The results of the participants' responses showed positive results, with an average score of 3.35 and included in the high category, which means that the participants felt more enthusiastic, motivated, more interested in learning mathematics after using the counting bunny game learning media.