Development of an Android Educational Game Magic Square -Megaforce Assisted to Improve Students' Creative Thinking Skills
Abstract: The development of educational games is very relevant to learning activities in schools today. This research developed the Android educational game Magic Square - Megaforce to be valid, practical, and effective in improving students' creative thinking skills. This research is a develo...
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Tadris Matematika IAIN Palopo,
2023-10-01T00:00:00Z.
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100 | 1 | 0 | |a Arif Fatahillah |e author |
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700 | 1 | 0 | |a Susi Setiawani |e author |
700 | 1 | 0 | |a Randi Pratama Murtikusuma |e author |
245 | 0 | 0 | |a Development of an Android Educational Game Magic Square -Megaforce Assisted to Improve Students' Creative Thinking Skills |
260 | |b Tadris Matematika IAIN Palopo, |c 2023-10-01T00:00:00Z. | ||
500 | |a 2337-7666 | ||
500 | |a 2541-6499 | ||
500 | |a 10.24256/jpmipa.v11i2.2922 | ||
520 | |a Abstract: The development of educational games is very relevant to learning activities in schools today. This research developed the Android educational game Magic Square - Megaforce to be valid, practical, and effective in improving students' creative thinking skills. This research is a development research with a 4-D model. The validity of educational games reached a high category with a correlation coefficient value of 0.95. This educational game is also declared practical with an average learning implementation of 100%. The effectiveness of this educational game was assessed based on classical learning completeness of 85.7%, student learning activities of 80%, and student response questionnaires of 85.5%, all of which were in the Good category. Educational game design can still be refined for further research so that it is more varied. Abstrak: Pengembangan game edukasi sangat relevan dengan kegiatan pembelajaran di sekolah saat ini. Penelitian ini mengembangkan game edukasi Android Magic Square - Megaforce hingga valid, praktis, dan efektif meningkatkan kemampuan berpikir kreatif siswa. Penelitian ini merupakan penelitian pengembangan dengan model 4-D. Validitas game edukasi mencapai kategori tinggi dengan nilai koefisien korelasi 0,95. Game edukasi ini juga dinyatakan praktis dengan rata-rata keterlaksanaan pembelajaran sebesar 100%. Efektifitas game edukasi ini dinilai berdasarkan ketuntasan belajar klasikal sebesar 85,7%, aktivitas belajar siswa sebesar 80% dan angket respon siswa sebesar 85,5% yang semuanya berada pada kategori Baik. Desain game edukasi masih dapat disempurnakan untuk penelitian selanjutnya sehingga lebih variatif. | ||
546 | |a ID | ||
690 | |a creative thinking ability | ||
690 | |a educational game | ||
690 | |a unity software. | ||
690 | |a Education | ||
690 | |a L | ||
690 | |a Education (General) | ||
690 | |a L7-991 | ||
690 | |a Science | ||
690 | |a Q | ||
690 | |a Science (General) | ||
690 | |a Q1-390 | ||
655 | 7 | |a article |2 local | |
786 | 0 | |n Al-Khwarizmi: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam, Vol 11, Iss 2, Pp 151-170 (2023) | |
787 | 0 | |n https://ejournal.iainpalopo.ac.id/index.php/al-khwarizmi/article/view/2922 | |
787 | 0 | |n https://doaj.org/toc/2337-7666 | |
787 | 0 | |n https://doaj.org/toc/2541-6499 | |
856 | 4 | 1 | |u https://doaj.org/article/33e575bbf61c4a799ec2bf0f1bf3cae8 |z Connect to this object online. |