THE EDUCATIONAL GAMES APPLICATION USING SMARTPHONE IN LEARNING MATHEMATICS FOR ELEMENTARY SCHOOL STUDENTS

Published 31 Jan 2019 •  vol 122  • 


Authors:

 

Muh Farozin, Universitas Negeri Yogyakarta, Indonesia
Chrisnaji Banindra Yudha, STKIP Kusuma Negara Jakarta, Indonesia
Dyah Anungrat Herzamzam, STKIP Kusuma Negara Jakarta, Indonesia
Mungad, AMCS Research Center, Yogyakarta, Indonesia

Abstract:

 

This research aims to increase the learning result of the students in mathematics using the application of educational game for sixth graders of elementary school students. It is based on a collaborative classroom action research. This research was conducted in Pondok Jaya 3 Tangerang Selatan elementary school, where the subjects of the research were 30 students from sixth grade (class 6). Classroom action was held in three cycles. The data were collected through the observation and learning result test. Data analysis was conducted using descriptive analysis technique through three stages: data reduction, data presentation and drawing conclusion. The improvement of the students’ learning outcome can be seen in the Cycle I, where 14 students (49%) fulfilled the Minimum Mastery Criteria and 16 students (51%) did not. After the improvement effort in the learning process in the Cycle II, the learning outcome of students whose grade were below the Minimum Mastery Criteria had increased. On cycle II, there were 25 students (84%) that fulfilled the Minimum Mastery Criteria and 5 students (16%) that did not. In Cycle III the students whose grade fulfilled the Minimum Mastery Criteria had increased to 30 (100%).

Keywords:

 

Educational game, Smartphone, Mathematics; Learning; Elementary school

References:

 

[1] Prihandoko, A.C, “Memahami Konsep Matematika Secara Benar Dan Menyajikannya Dengan Menarik”, Jakarta: Depdiknas, (2006).
[2] Soedjadi. 2003. Matematika Sekolah Sebagai Wahana Pendidikan Nilai-Nilai Kehidupan (Suatu aspek formal yang perlu ditumbuhkan dalam pelaksanaan PMR). Buletin Pendidikan Matematika. Ambon. Program Studi Pendidikan Matematika FKIP Universitas Pattimura.
[3] Yudha, C.B. 2018. Peningkatan Motivasi Belajar Mahasiswa Pada Mata Kuliah Konsep Dasar Matematika Melalui Pendekatan Contextual Teaching and Learning, Jurnal Pendidikan Dasar Volume 9 Nomor 1: Program Studi Pendidikan Dasar Universitas Negeri Jakarta.
[4] Depdiknas. 2008. Undang-Undang RI Nomor 20, Tahun 2003, tentang sistem pendidikan nasional.
[5] Stoll, L., Fink, D. and Earl, L., 2005. It's about Learning (and It's about Time): What's in it for Schools?. London: Taylor and Francis group.
[6] Ibrahim. 2012. Pembelajaran Matematika Teori dan Aplikasinya. Yoryakarta: SUKA-Press UIN Sunan Kalijaga.
[7] Budiningsih, A.C. 2012. Belajar dan pembelajaran. Yogyakarta: UNY Press.
[8] Tim MKPBM. 2001. Strategi pembelajaran matematika kontemporer. Bandung: JICA Universitas Pendidikan Indonesia.
[9] Herzamzam, D.A. 2018. Peningkatan Minat Belajar Matematika Melalui Pendekatan Matematika Realistik (PMR) Pada Siswa Sekolah Dasar. Jurnal Visipena Vol 9 No 1: STKIP BBG Banda Aceh.
[10] Slameto. 2010. Belajar dan faktor-faktor yang mempengaruhinya. Jakarta: PT Rineka Cipta.
[11] Syah, M. 2008. Psikologi Pendidikan dengan Pendekatan Baru. Edisi Revisi. Bandung: PT Remaja Rosda Karya.
[12] Sudjana, N. 2010. Penilaian Hasil Proses Belajar Mengajar. Bandung: PT Remaja Rosdakarya.
[13] Purwanto.2011. Evaluasi Hasil Belajar. Yogyakarta: Pustaka pelajar.
[14] Depdiknas.2008. Undang-Undang RI Nomor 20, Tahun 2007, tentang sistem pendidikan nasional.
[15] Uno, H.B. 2009. Model pembelajaran (menciptakan proses belajar mengajar yang kreatif dan efektif). Jakarta: Bumi Aksara.
[16] Arikunto, S. 2009. Dasar-dasar Evaluasi Pendidikan. Jakarta: PT. Bumi Aksara.
[17] Syaifudin Azwar. 2011. Tes prestasi: Fungsi dan pengembangan pengkururan prestasi belajar. Yogyakarta. Pustaka Pelajar.
[18] Anggra, 2008. Memahami Teknik Dasar Pembuatan Game Berbasis Flash, Yogyakarta: Gava Media.
[19] Sugihartono, et al. 2007. Psikologi Pendidikan. Yogyakarta: UNY Press.
[20] Eva, H. 2009. Permainan Edukatif (Educational Games) Berbasis Komputer untuk Siswa Sekolah Dasar, e-Indonesia Invitiative 2009 (eII2009).
[21] Buckingham, D. and Scanlon, M. 2000. That is edutainment: media, pedagogy and the market place. Paper presented to the International Forum of Researchers on Young People and the Media, Sydney.
[22] Corder, G.W. and Foreman, D.I. 2014. Nonparametric Statistics: A Step-by-Step Approach Second Edition. New Jersey: Wiley.
[23] Ahmad, R. dan Sudjana, N. 2005. Media Pengajaran. Bandung: Sinar Baru Algesindo.
[24] Elcom. 2011. Google Android. Jakarta: Andi Publisher.
[25] Parjono, et al. 2007. Pedoman Penelitian Tindakan Kelas. Yogyakarta: Lembaga Penelitian UNY.
[26] Arikunto, S. 2010. Penelitian Tindakan Kelas. Jakarta: Bumi Aksara.
[27] Kemmis, S., McTaggart, R. and Nixon, R., 2013. The action research planner: Doing critical participatory action research. Springer Science & Business Media.
[28] Miles, M.B. and Huberman, A.M. 2007. Analisis Data Kualitatif. Jakarta: Bumi Aksara.
[29] Sugiyono. 2006. Statistika untuk Penelitian. Bandung: CV Alfabeta.
[30] Widoyoko, E.P. 2011. Teknik penyusunan instrumen pendidikan. Yogyakarta: pustaka pelajar.

Citations:

 

APA:
Farozin, M., Yudha, C. B., Herzamzam, D. A., & Mungad (2019). The Educational Games Application Using Smartphone in Learning Mathematics for Elementary School Students. International Journal of Advanced Science and Technology (IJAST), ISSN: 2005-4238(Print); 2207-6360 (Online), NADIA, 122, 1-14. doi: 10.33832/ijast.2019.122.01.

MLA:
Farozin, Muh, et al. “The Educational Games Application Using Smartphone in Learning Mathematics for Elementary School Students.” International Journal of Advanced Science and Technology, ISSN: 2005-4238(Print); 2207-6360 (Online), NADIA, vol. 122, 2019, pp. 37-41. IJAST, http://article.nadiapub.com/IJAST/Vol122/1.html.

IEEE:
[1] M. Farozin, C. B. Yudha, D. A. Herzamzam, and Mungad, "The Educational Games Application Using Smartphone in Learning Mathematics for Elementary School Students," International Journal of Advanced Science and Technology (IJAST), ISSN: 2005-4238, NADIA, vol. 122, pp. 1-14, Jan. 2019.