MEDIA PEMBELAJARAN BERBASIS GAME : DAPATKAH MENINGKATKAN PEMAHAMAN KONSEP MATEMATIS?

Riska Ayu Ardani, Nilza Humaira Salsabila

Abstract


Abstract

Conceptual understanding is a basic ability that needs to be built on students’ cognitive skills in mathematics learning. The ability of conceptual understanding is a basis for reaching the realm of high-level mathematical thingking. As an effort to improve students’ conceptual understanding in society 5.0, teacher must integrate technology in mathematics learning. One use of technology in mathematics learning is game-based learning media. The purpose of this study was to demonstrate the principles and results of using game-based learning mediain mathematics learning to improve students’ conceptual understanding. This study used a qualitative method and data were collected through pre test and post test. This study used 5 principles of using game-based learning media, (1) intrinsic motivation; (2) learning through intense enjoyment and fun; (3) authenticity; (4) self-reliance and autonomy; and; (5) experientasl learning. The results showed that students’ conceptual understanding increased significantly although there were some deficiencies.

Keywords:Learning Media, Game, Conceptual Understanding

Abstrak

Pemahaman konsep adalah kemampuan dasar yang perlu dibangun pada keterampilan kognitif siswa dalam pembelajaran matematika. Kemampuan pemahaman konsep merupakan dasar untuk mencapai ranah berpikir matematika tingkat tinggi. Sebagai upaya untuk meningkatkan pemahaman konsep siswa di era society 5.0, guru perlu mengintegrasikan teknologi dalam pembelajaran matematika. Salah satu pemanfaatan teknologi dalam pembelajaran matematika adalah penggunaan media pembelajaran berbasis game. Tujuan dari penelitian ini adalah untuk mendemonstrasikan prinsip dan hasil dari penggunaan media pembelajaran berbasis game dalam pembelajaran matematika untuk meningkatkan pemahaman konsep siswa. Penelitian ini menggunakan metode kualitatif diskriptif dan pengumpulan data dilakukan melalui pre test dan post test. Penelitian ini menggunakan lima prinsip penggunaan media pembelajaran berbasis game, (1) motivasi intirinsik; (2) belajar melalui kesenagan  yang intens; (3) keaslian; (4) kemandirian dan otonomi; dan (5) pengalaman belajar. Hasil penelitian menunjukkan bahwa pemahaman konsep matematika siswa meningkat secara signifikan mespikun terdapat beberapa kekurangan dalam pelaksanaannya..

Kata kunci: Media Pembelajaran, Game, PemahamanKonsep

Full Text:

PDF

References


DAFTAR PUSTAKA

Afamasaga-Fuata’i, A. (2008).Students’ Conceptual Understanding And Critical Thinking. Proceedings of the Twentieth Biennial Conference of The Austalian Association of Mathematics Teachers 64(2)pp 8-17.

Aksakal, N. (2015). Theoretical View to The Approach of The Edutainment. Procedia-Social and Behavioral Science, pp. 1232-1239.

Ardani, R. A, Salsabila, N. H, Handican, R &Setyaningrum, W.(2017). The Perceptions of Students and Teachers about The Use of Edutainment Instructional Media in Mathematics Learning Proc. Of The Un of Muhammadiyah Malang’s Ist INCOMED228-234.

Carmichael, C., Callingham, R., & Watt, H.M.G. (2017). Classroom MotivationalEnvironment Influences on Emotional and Cognitive Dimensions of StudentInterest in Mathematics. ZDM Mathematics Education Journal, 49(3), 449-460.

Davis, S., & Chaile, C. (2017). Implementing A Standards-Based Curriculum In The Early Childhood Classroom : Integrating Math Science through Big Ideas. Routledge: Taylor & Francis.

Denham, A.R. (2015). Supporting Conceptual Understanding of The Associative and Distributive Properties Through Digital Gameplay. Journal of Computer Assisted Learning, Volume 31, pp.706-721.

Dickey, M.D. (2005). Three-Dimensional Virtual Worlds and Distance Learning: Two Case Studies of Active Worlds As A Medioum For Distance Education. British Journal of Education Technology, Volume 36, pp.439-451.

Douadi, B., Tahar, B., & Hamid, S. (2012). Smart Edutainment Game forAlgorithmic Thingking. Procedia-Social and Behavioral Science, vol. 31, pp.454-458.

Hyder, S. I. (2017). Bloom’s Taxonomy (Cognitive Domain) in Higher Education Settings: Reflection Brief Journal of Education and Educational Development 3(2) pp 288-299

Kraft, K.J. (2017). Developing Students Interest: An Overview of the Research andImplications for Geoscience Education Research and Teaching Practice.Journal of Geoscience Education, 65 (4), 594-603.

Krisdiana, I., Apriandi, D., & Setiansyah, R.K. (2014). Analisis Kesulitan yang Dihadapi oleh Guru dan Peserta Didik Sekolah Menengah Pertama dalam Implementasi Kurikulum 2013 pada Mata Pelajaran Matematika. Jurnal Ilmiah Pendidikan Matematika Volume3 (No. 1) pp 1-10.

Nistor, G.C., & Jacob, A. (2018). The Advanteges of Gamification and Game-Based Learning and their Benefits in the Development of Education. The International Scientific Conference eLearning and Software dor Education, Vol. 1 pp. 308-312.

Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based Learning Latest Evidence and Future Directions. Slough: NFER.

Willingham, D. T. (2008). Crtitcal Thingking: Why Is It So Hard to Teach ? Arts Education Policy Review 109(4) pp 21-32.

Yusof, A.M., Daniel, E.G.S., Low, W.Y. & Aziz, K.A. (2014). Teachers’ Perception of Mobile Edutainment for Special Needs Learners: The Malaysian Case. International Journal of Inclusive Education : Cross Mark Volume 18 (No. 12) pp. 1237-1246.




DOI: https://doi.org/10.35334/meta.v2i2.1832

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Mathematic Education and Aplication Journal (META)



 Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan


Mailing Address :

Mathematics Education and Application Journal (META)
Faculty Teaching and Learning Education, Borneo Tarakan University
Jl. Amal Lama No 1, Tarakan 50275, Indonesia
E-Mail : metajournalubt@gmail.com
Web : http://jurnal.borneo.ac.id/index.php/meta
Telp : 085250104307 (Azwar Anwar) Faks. (0551) 2052558

 

 Creative Commons License

Mathematics Education and Application Journal by http://jurnal.borneo.ac.id/index.php/meta is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.