Developing Educational Games for Mathematics Learning to Improve Learning Motivation and Outcomes

Authors

  • Claudea Winandyaz Rakasiwi Yogyakarta State University
  • Ali Muhtadi Yogyakarta State University

DOI:

https://doi.org/10.21009/jtp.v23i1.18356

Keywords:

educational games, mathematics learning, learning motivation, learning outcomes

Abstract

This study aims to develop learning educational games as learning media in the mathematics learning process to increase students’ learning motivation and outcomes. Educational games are designed to help students understanding a simple geometric shapes such as angles, sides, and nets. The development model was based on the ADDIE model covering Analyze, Design, Development, Implementation, and Evaluation stages. The result of the feasibility assessment by media and material experts reached 94% and 90% of each. Meanwhile, the assessment by the teacher reached 90%. The result of the initial / pilot test and field test reached 87% and 94% respectively. Based on the assessment, it can be concluded that educational games are suitable for supporting mathematics learning. The increase in students’ learning motivation reached 84.4%, while the learning outcomes increase from 48.9 to 85.1. Further, the gain score reached 0.71 indicating that the educational games are effective for improving learning outcomes.

References

Anggraini, A. F., Erviana, N., Anggraini, S., & Prasetya, D. D. (2018). Aplikasi Game Edukasi Petualangan Nusantara. Prosiding SENTIA, 8, 168-172.
Ardiningsih, D. (2019). Pengembangan Game Kuis Interaktif sebagai Instrumen Evaluasi Formatif Pada Mata Kuliah Teori Musik. Jurnal Inovasi Teknologi Pendidikan, 6(1), 92-103. doi:https://doi.org/10.21831/jitp.v6i1.17725
Bernard, M. (2015). Meningkatkan Kemampuan Komunikasi dan Penalaran serta Disposisi Matematik Siswa SMK dengan Pendekatan Kontekstual Melalui Game Adobe Flash CS 4.0. Jurnal Ilmiah Program Study Matematika STKIP Siliwangi Bandung, 4(2), 197-222.
Cahyo, D. (2011). Application Development Using Games Jix Ren'Py. Jakarta: Gunadarma University Library.
Dick, W., & Carey, L. (1985). The Systematic Design of Instruction. Second Edition. Glenview, Illinois: Scott, Foresmen and Company.
Guzel, E. B., & Gunhan, B. C. (2010). Prospective Mathematics Teachers’ Views about Using Flash Animations in Mathematics Lessons. International Journal of Hman and Social Sciences, 5(3), 154-159.
OECD. (2014). What 15 years old Know and What They Can Do With What They Know. PISA 2012. Retrieved July 28, 2019
OECD. (2019). What 15 years old Know and What They Can DO With What They Know. PISA 2015 Results. Retrieved July 28, 2019
TIMSS. (2011). International Results in Mathematics. TIMSS 2011 Results. March 12, 2020.
Sherryl, J. L. (2006). Matching computer game genres to educational outcomes. Electronic Journal of Communication, 16(1 & 2).
Sudargo, Buchori, A., & Rahmawati, N. D. (2017). Desain Pengembangan Digital MAth Game dengan Model Etnomatematika pada Mata Kuliah Matematikas SMA. Jurnal Karismatika.

Downloads

Published

2021-06-23

How to Cite

Claudea Winandyaz Rakasiwi, & Muhtadi, A. (2021). Developing Educational Games for Mathematics Learning to Improve Learning Motivation and Outcomes . JTP - Jurnal Teknologi Pendidikan, 23(1), 49–57. https://doi.org/10.21009/jtp.v23i1.18356