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 devel...

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Bibliographic Details
Published in:Al-Khwarizmi: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam
Main Authors: Arif Fatahillah, Arif Wicaksono, Saddam Hussen, Susi Setiawani, Randi Pratama Murtikusuma
Format: Article
Language:Indonesian
Published: Tadris Matematika IAIN Palopo 2023-10-01
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Online Access:https://ejournal.iainpalopo.ac.id/index.php/al-khwarizmi/article/view/2922
Description
Summary: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.
ISSN:2337-7666
2541-6499