{"title":"游戏开发为小学数学学习“约克数学”","authors":"Nufus Musalamah, Sukirwan Sukirwan, T. Alamsyah","doi":"10.46368/jpd.v11i1.760","DOIUrl":null,"url":null,"abstract":": This study aims to develop a product of educational game named \"Let’s Counting\" used to learn mathematics. Furthermore, it is to determine the feasibility of the product by seeing how the students gave respond to the product. The method used in this study is Research and Development (RnD) with research procedure; it was refered to the 4D model developed by Thiagarajan consisting of 4 stages. There were Define, Design, Develop, and Disseminate. Based on the data analysis, it can be concluded that the quality of this “Let's Counting\" Educational Game is capable being realized with a percentage of 81.5% from two media experts, 93.5% from two material experts. The response of students to the \"Let's Count\" Educational Game in the trial with 43 respondents was 95.5% in the very good category. The conclusion of the product with educational Game \"Let's Count\" is feasible in using and getting a good response from users to be applied in mathematics learning activities.","PeriodicalId":32145,"journal":{"name":"JPDI Jurnal Pendidikan Dasar Indonesia","volume":"24 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"PENGEMBANGAN GAME EDUKASI “YUK BERHITUNG” UNTUK PEMBELAJARAN MATEMATIKA DI SEKOLAH DASAR\",\"authors\":\"Nufus Musalamah, Sukirwan Sukirwan, T. Alamsyah\",\"doi\":\"10.46368/jpd.v11i1.760\",\"DOIUrl\":null,\"url\":null,\"abstract\":\": This study aims to develop a product of educational game named \\\"Let’s Counting\\\" used to learn mathematics. Furthermore, it is to determine the feasibility of the product by seeing how the students gave respond to the product. The method used in this study is Research and Development (RnD) with research procedure; it was refered to the 4D model developed by Thiagarajan consisting of 4 stages. There were Define, Design, Develop, and Disseminate. Based on the data analysis, it can be concluded that the quality of this “Let's Counting\\\" Educational Game is capable being realized with a percentage of 81.5% from two media experts, 93.5% from two material experts. The response of students to the \\\"Let's Count\\\" Educational Game in the trial with 43 respondents was 95.5% in the very good category. The conclusion of the product with educational Game \\\"Let's Count\\\" is feasible in using and getting a good response from users to be applied in mathematics learning activities.\",\"PeriodicalId\":32145,\"journal\":{\"name\":\"JPDI Jurnal Pendidikan Dasar Indonesia\",\"volume\":\"24 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JPDI Jurnal Pendidikan Dasar Indonesia\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.46368/jpd.v11i1.760\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JPDI Jurnal Pendidikan Dasar Indonesia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46368/jpd.v11i1.760","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
PENGEMBANGAN GAME EDUKASI “YUK BERHITUNG” UNTUK PEMBELAJARAN MATEMATIKA DI SEKOLAH DASAR
: This study aims to develop a product of educational game named "Let’s Counting" used to learn mathematics. Furthermore, it is to determine the feasibility of the product by seeing how the students gave respond to the product. The method used in this study is Research and Development (RnD) with research procedure; it was refered to the 4D model developed by Thiagarajan consisting of 4 stages. There were Define, Design, Develop, and Disseminate. Based on the data analysis, it can be concluded that the quality of this “Let's Counting" Educational Game is capable being realized with a percentage of 81.5% from two media experts, 93.5% from two material experts. The response of students to the "Let's Count" Educational Game in the trial with 43 respondents was 95.5% in the very good category. The conclusion of the product with educational Game "Let's Count" is feasible in using and getting a good response from users to be applied in mathematics learning activities.