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...
| Published in: | Al-Khwarizmi: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam |
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| Main Authors: | , , , , |
| Format: | Article |
| Language: | Indonesian |
| Published: |
Tadris Matematika IAIN Palopo
2023-10-01
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| Subjects: | |
| Online Access: | https://ejournal.iainpalopo.ac.id/index.php/al-khwarizmi/article/view/2922 |
| 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. |
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| ISSN: | 2337-7666 2541-6499 |
