Design Adventure Education Mathematics Game to Improve The Ability of Creative Thinking in Mathematics

Yessi Kartika, Rahmi Wahyuni, Bornok Sinaga, Juniastel Rajagukguk

Abstract


The very rapid development of technology is slowly appearing in the world of education. Educational games are a form of multimedia that packages learning programs in the form of games, so besides being games, they are also educational. The use of game education technology as an interactive learning medium is one of the right ways to improve students' mathematical creative thinking skills. This educational game is expected to eliminate the feeling of boredom and fear of learning mathematics and can facilitate the learning process on geometry material for Senior High School (SMA)/Islamic Senior High School (MA). This study aims to develop an Android-based educational game that can be operated on various smartphones with the Android operating system and to test the feasibility of using adventure games as a medium for learning geometry. This game can be used as an alternative medium for learning geometry in changing conventional learning methods to learning game simulations, so as to improve students' mathematical creative thinking abilities, because in educational games it has elements of challenge, accuracy, reasoning and ethics. The methodology used in this research is the research development method or Research and Development (R & D) using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model with the following activity stages: (1) Analysis, gathering information; (2) Design, designing multimedia-based animation media and validating media designs; (3) Development, improvement of media design; (4) Implementation, media testing; (5) Evaluation, product revision.


Keywords


educational games; learning media; android;

Full Text:

PDF

References


Abdussakir. (2010). Pembelajaran geometri sesuai teori van hiele. El-hikmah jurnal kependidikan dan keagamaan, vol.Vii nomor 2, januari 2010, issn 1693-1499. Fakultas tarbiyah uin maliki malang (online). Tersedia: http://abdussakir.wordpress.com/ diakses (27/12/2012)

Afgani, d. J. (2011). Analisis kurikulum matematika, jakarta: universitas terbuka.

Adolphus, T. (2011). Problems Of Teaching And Learning Of Geometry In Secondary Schools In Rivers State Nigeria. International Journal Of Emerging Sciences. 1 (2): 143-152.

Burger, W. F & Shaughnessy, J. M. (1986). Characterizing The van Hiele Levels of Development in Geometry. Journal for Research in Mathematics Education. 17(1): 3148.

Brecht, H.D., 2012. Learning from Online Video Lectures. Journal of Information Technology Education:Innovations in Practice, 11, pp.227–250.

BSNP. (2006). “Standar Isi dan Standar Isi Untuk Satuan Pendidikan Dasar dan Menengah”. Jakarta: Kemendiknas.

Arsyad, A. (2013). Media Pembelajaran. Jakarta: PT Raja Grafindo Persada.

Clark, R. E. (2006) Evaluating The Learning And Motivation Effects Of Serious Games. Rosier School Of Education Center For Creative Technologies Available Online At: Http://Projects.Ict.Usc.Edu/Itgs/Talks/Clark_Serious%20games%20evaluation.Ppt

Clark, R. E. And Choi, S. (2005). Five Design Principles For Experiments On The Effects Of Animated Pedagogical Agents. Journal Of Educational Computing Research.

Donald Clark. (2006). Game And E-Learning. Sunderland: Caspian Learning. Www.Caspianlearning.Co.Uk

Eko Susanto. (2012). 60 Games untuk Mengajar. Yogyakarta: Lukita.

Ikhsan, M. (2008). Meningkatkan Prestasi dan Motivasi siswa dalam Geometri melalui Pembelajaran Berbasis Teori van Hiele. Disertasi Doktor Universitas Pendidikan Indonesia Bandung: tidak diterbitkan.

Jamaludin. (2013). Penerapan Pembelajaran Matemátika Berbasis Pengajuan Masalah Untuk Meningkatkan Kemampuan Berfikir Kreatif. PPs. Universitas Negri Medan.

Munandar, Utami (2009). Pengembangan Kreativitas Anak Berbakat. Cetakan Ketiga. Jakarta: Ganesa Exact.

Pradana, Handi. (2016). Game educasi menggunakan Gdevelop. Seameo seamolec.

Rahman, A. (2008). “Analisis Hasil Belajar Matematika Berdasarkan Perbedaan Gaya Kognitif Secara Psikologis Dan Konseptual Tempo Pada Siswa Kelas X SMA Negeri 3 Makasar”. Jurnal Pendidikan Dan Kebudayaan, No. 072, Tahun ke-14, Mei. 452-473.

Rusman. (2013). Belajar dan Pembelajaran Berbasis Komputer, Mengembangkan Profesionalisme Guru Abad 21. Bandung : Alfabeta.

Henry, Samuel. (2011). Cerdas Dengan Game, Jakarta: Gramedia Pustaka Utama, hal 9.

Utami, A.F, Masrukan, Arifuddin, R. (2014) Meningkatkan kemampuan berfikir kreatif melalui pembelajaran model Taba berbantuan geomet’s Sketchpad, Vol 5 No 1. ISSN: 2086-2334.

Usiskin, Z.(1982). Van Hiele Levels and Achievement in Secondary School Geometry. (Final report of the Cognitive Development and Achievement in Secondary School Geometry Project.) Chicago: University of Chicago. (ERIC Document Reproduction Service No. ED220288).




DOI: https://doi.org/10.29103/ijevs.v2i12.3475

Article Metrics

 Abstract Views : 525 times
 PDF Downloaded : 182 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Yessi Kartika, Rahmi Wahyuni, Bornok Sinaga, Juniastel Rajagukguk