Pengembangan game edukasi “c-zero trek” sebagai media latihan soal operasi bilangan cacah siswa slow learner smp. Game edukasi "C-Zero Trek" dikembangkan untuk melatih operasi bilangan cacah siswa slow learner SMP. Terbukti valid, praktis, dan efektif sebagai media latihan soal yang menarik.
Whole number operations are an important yet challenging subject for slow learners, who tend to lose focus easily and require repeated instruction. This study aims to develop an educational game as a practice tool for whole number operations that meets the criteria of being valid, practical, and effective. The research subjects consisted of 9 slow learner junior high school students, with the object being an educational game developed using the ADDIE model. The research instruments included validation sheets, response questionnaires, observations, and tests. The research results indicate that the C-Zero Trek educational game is classified as “highly valid” based on validation results from media experts (98.33%) and subject matter experts (96.66%). Based on the student response questionnaire, the average score for the statement indicator (SIP) was 82.4%, so the game is considered “practical”. From the implementation results, it was found that 77.78% of students achieved the minimum completion level (completing at least one track or obtaining two diamonds), so the C-Zero Trek educational game also meets the “effective” criteria. Therefore, the C-Zero Trek educational game is suitable for use as an alternative, engaging, and appropriate practice question medium for students who learn slowly.
This study presents a promising endeavor to address the challenges faced by slow learners in mastering whole number operations, a critical foundational skill. By developing an educational game, "C-Zero Trek," the authors aim to provide an engaging and effective practice medium. The application of the ADDIE model for game development underscores a systematic approach, and the reported high validity percentages from media and subject matter experts (98.33% and 96.66% respectively) indicate a well-designed and appropriate educational tool. Furthermore, the strong student response (82.4% average SIP) suggests the game is practical and well-received by its target audience, highlighting its potential for fostering engagement in a typically difficult subject. However, a closer examination of the "effectiveness" criteria reveals an area that could benefit from further clarification. While the abstract states that 77.78% of students achieved the minimum completion level (completing at least one track or obtaining two diamonds), this metric primarily reflects task completion and engagement within the game rather than a direct measure of improved understanding or mastery of whole number operations. To truly ascertain effectiveness in a learning context, a pre- and post-intervention assessment of mathematical proficiency would typically be expected. Additionally, the study's small sample size of nine slow learner junior high students, while understandable for a development-focused study, limits the generalizability of these findings, suggesting that the results are indicative rather than definitive for the broader population of slow learners. In conclusion, the "C-Zero Trek" educational game represents a valuable and well-validated resource that demonstrates high practicality and engagement for slow learners. The research provides a solid foundation for an alternative practice medium, confirming its suitability as an engaging and appropriate tool. For future work, it would be beneficial to expand the research to include a more robust evaluation of learning outcomes, perhaps through pre-post test designs that quantify specific gains in whole number operation skills. Expanding the sample size and conducting longer-term studies could also provide deeper insights into the sustained impact and generalizability of this innovative educational game.
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