开发和玩几何益智游戏,提高数学创造性思维能力

U. D. Susiaty, Iwit Prihatin, H. Hartono
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引用次数: 5

摘要

本研究探讨几何拼图游戏媒体的开发对初中生数学创造性思维能力的支持。本次研发研究采用的研究设计采用了四维开发模型。研究人员展示了一个刺激学生创造性思维能力的令人兴奋的游戏原型。专家验证得到的平均值为80.89%,该分类是可行的(未修改)。学生有限试分88.69%来自非常有趣的类别,80%来自老师有趣的类别。学生实地试验通过完整性评估有效性的值为75.86%,经典地归类为完整。因此,开发符合学生需求的几何益智游戏媒体是可行的、有趣的、有用的。Penelitian ini mengeksplorasi pengembangan媒体永久拼图几何untuk mendukung kemampuan berpikir kreatifmatatis siswa SMP。Desain penelitian yang digunakan dalam penelitian R&D i menggunakan模型penembangan 4-D。Para peneliti成员介绍了亚洲永久性原型yang menarik untuk merangsang kemampuan berpikir kreatifsiswa。Validasi ahli memperoleh nilai - rata-rata 80,89%的分类分类(tidak direvisi)。Nilai uji coba terbatas siswa 88,69% kategori sangat menarik dan dari guru 80% ka-tegori menarik。Nilai uji coba lapangan untuk menilai keefektifan melalui ketuntasan yang diperoleh siswa sebesar 75,86% dikategorikan tunas secara klasikal。Oleh karena itu, pengembangan媒体永久拼图几何,yang sesuai dengan kebutuhan siswa layak, menarik, dan bermanfaat。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing and Playing Geometric Puzzle Game to Enhance the Ability of Mathematical Creative Thinking
This study explores the development of the game media of the geometric puzzle to support junior high school students' mathematical creative thinking skills. The research design used in this R&D research uses a 4-D development model. The researchers present the prototype of an exciting game for stimulating students’ creative thinking ability. Expert validation obtained an average value of 80.89%, the category is feasible (not revised). Students' limited trial score was 88.69% very interesting category and from the teacher 80% interesting category. The value of field trials to assess effectiveness through completeness obtained by students of 75.86% was categorized as complete classically. Therefore, the development of geometry puzzle game media with students' needs is feasible, interesting, and useful. Penelitian ini mengeksplorasi pengembangan media permainan puzzle geometris untuk mendukung kemampuan berpikir kreatif matematis siswa SMP. Desain penelitian yang digunakan dalam penelitian R&D ini menggunakan model pengembangan 4-D. Para peneliti mempresentasikan prototipe permainan yang menarik untuk merangsang kemampuan berpikir kreatif siswa. Validasi ahli memperoleh nilai rata-rata 80,89% kategori layak (tidak direvisi). Nilai uji coba terbatas siswa 88,69% kategori sangat menarik dan dari guru 80% ka-tegori menarik. Nilai uji coba lapangan untuk menilai keefektifan melalui ketuntasan yang diperoleh siswa sebesar 75,86% dikategorikan tuntas secara klasikal. Oleh karena itu, pengembangan media permainan puzzle geometri yang sesuai dengan kebutuhan siswa layak, menarik, dan bermanfaat.
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