Media Belajar Berbasis Gim dalam Meningkatkan Minat dan Keterlibatan Siswa pada Pembelajaran Aljabar di Sekolah

Sisilia Sylviani, Fahmi Candra Permana

Abstract


Dalam paper ini dibahas penggunaan beberapa jenis permainan dalam pembelajaran matematika. Pembelajaran Berbasis Gim (PBG) dianggap sebagai alat yang efektif untuk memotivasi dan melibatkan siswa untuk belajar. Banyak literatur menunjukkan bahwa pembelajaran berbasis Game menggunakan game telah memungkinkan penerapan taksonomi Bloom's dalam pembelajaran. Hal ini dapat dijadikan sebagai suatu hal yang positif. Dengan penggunaan gim ini dapat menjadi salah satu media pembelajaran yang dapat menumbuhkan ketertarikan dan juga pemahaman Siswa khususnya dalam mata pelajaran matematika.


Keywords


aljabar; matematika; permainan; gim; daring;

References


Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers and Education, 83, 57–63. https://doi.org/10.1016/j.compedu.2014.12.012

B. S. Fabito, "Exploring Critical Success Factors of Mobile Learning as Perceived by Students of the College of Computer Studies –National University," in 2017 International Conference on Soft Computing, Intelligent System and Information Technology, Bali,2017.

Chen, X. (2013). STEM attrition: College students’ paths into and out of STEM fields. Statistical analysis report. NCES 2014-001.

Cooper, B. L., & Brna, P. (2002). Hidden curriculum, hidden feelings; emotions, relationships and learning with ICT and the whole child. BERA Conference, Exeter, September 2002.

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004

Davies, B., & Ellison, L. (1992). School development planning. Longman. Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill.

Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156–167. https://doi.org/10.1016/j.compedu.2013.02.019

Engzell, P., Frey, A., & Verhagen, M. D. (2021). Learning loss due to school closures during the COVID-19 pandemic. Proceedings of the National Academy of Sciences, 118(17).

Gee, J. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20. https://doi.org/https://doi.org/10.1145/950566.950595

Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 51(4), 1609–1620. https://doi.org/10.1016/j.compedu.2008.03.003

Kieran, C. (2006). Research on the learning and teaching of algebra. In Á. Gutiérrez & P. Boero (Eds.), Handbook of Research on the Psychology of Mathematics Education (pp. 11–49). Sense Publisher. https://doi.org/10.1163/9789087901127

Kirkley, S. E., Tomblin, S., & Kirkley, J. (2005). Instructional design authoring support for the development of serious games and mixed reality training. Interservice/IndustryTraining, Simulation and Education Conference. https://doi.org/10.1.1.91.7385

Kuhfeld, M., Soland, J., & Lewis, K. (2022). Test score patterns across three COVID-19-impacted school years. (EdWorkingPaper: 22-521). Retrieved from Annenberg Institute at Brown University: https://doi.org/10.26300/ga82-6v47

Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015). A literature review of gamification design frameworks. 2015 7th International Conference on Games and Virtual Worlds for Serious Applications. VS-Games, 1–8. IEEE.

Newby, T. J., Stepich, D. A., Russell, J. D., & Lehman, J. D. (2006). Educational technology for teaching and learning. Prentice Hall.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533.

Rowe, J. P., Lobene, E. V., Mott, B. W., & Lester, J. C. (2017). Play in the museum: Design and development of a game-based learning exhibit for informal science education. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(3), 96-113.

Rutherford, T., Duck, K., Rosenberg, J. M., & Patt, R. (2021). Leveraging mathematics software data to understand student learning and motivation during the COVID-19 pandemic. Journal of Research on Technology in Education, 54, S94-S131. https://doi.org/10.1080/15391523.2021.1920520

Shaffer, D., Gee, J., Bagley, E. H., Nash, P., Rupp, A., & Mislevy, R. (2005). Video games and the future of earning related papers epistemic network analysis: A prototype for 21st-century assessment of learning. Educational Technology, 8–14

Samur, Y., & Evans, M. (2012, April 13). The effects of serious games on performance and engagement: A review of the literature (2001-2011). American Educational Research Association Conference.

Sudarsana, I. K., Lestari, N. G. A. M. Y., Wijaya, I. K. W. B., Krisdayanthi, A., Andayani, K. Y., Trisnadewi, K., Muliani, N. M., Dewi, N. P. S., Suparya, I. K., Gunawan, I. G. D., & others. (2020). Covid-

Perspektif Pendidikan. Yayasan Kita Menulis.

Sun-Lin, H. Z., & Chiou, G. F. (2017). Effects of comparison and game-challenge on sixth graders’ algebra variable learning achievement, learning attitude, and meta-cognitive awareness. Eurasia Journal of Mathematics, Science and Technology Education, 13(6), 2627-2644.

Sylviani, S. dan Permana, F.C,, (2020), Dragonbox Algebra 5+ Sebagai Media Pembelajaran Aljabar Untuk Siswa Sekolah Dasar, Edsence: Jurnal Pendidikan Multimedia 2 (2), 75-82,

Sylviani, S. dan Permana, F.C, Utomo, R.G., (2020), PHET Simulation sebagai Alat Bantu Siswa Sekolah Dasar dalam Proses Belajar Mengajar Mata Pelajar Matematika, , Edsence: Jurnal Pendidikan Multimedia 2(1), 1-10

Sylviani, S. dan Permana, F.C,, (2019b), Penggunaan Maple dalam Upaya Peningkatan Minat Siswa SMA dalam Pembelajaran Materi Integral Edsence: Jurnal Pendidikan Multimedia 1(2), 61-70

Umbara, U., Munir, Susilana, R., & Puadi, E. F. W. (2020). The applicationof ICT learning through Hippani: the effects on mathematical reasoning ability. Journal of Physics: Conference Series, 1521, 32010. https://doi.org/10.29333/iejme/6262

Wrzesien, M., & Raya, M. A. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55(1), 178–187.

http://www.shodor.org/Interactivate/




DOI: https://doi.org/10.17509/edsence.v4i1.46865

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Jurnal Pendidikan Multimedia (Edsence)

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Jurnal Pendidikan Multimedia (Edsence) ( p-ISSN:2685-2489 | e-ISSN:2685-2535) published by Universitas Pendidikan Indonesia (UPI)

Indexed by:

     

Visitor Number :  View My Stats

p-ISSN:2685-2489 | e-ISSN:2685-2535