Fitrotul Wakhidah, Ria Nurul (2023) PENGEMBANGAN GAME EDUKASI “MATH ADVANTURE” BERBASIS ANDROID DENGAN SOFTWARE CONSTRUCT 2 PADA MATERI POLA BILANGAN. Skripsi (S1) thesis, Universitas Muhammadiyah Ponorogo.
Text (SURAT PERSETUJUAN UNGGAH KARYA ILMIAH)
1. Surat Persetujuan Unggah Karya.pdf Download (411kB) |
|
Text
HALAMAN DEPAN_.pdf Download (5MB) |
|
Text (BAB I)
3. BAB I.pdf Download (236kB) |
|
Text (BAB II)
4. BAB II.pdf Restricted to Repository staff only Download (361kB) |
|
Text (BAB III)
5. BAB III.pdf Restricted to Repository staff only Download (283kB) |
|
Text (BAB IV)
6. BAB IV.pdf Restricted to Repository staff only Download (1MB) |
|
Text (BAB V)
7. BAB V.pdf Restricted to Repository staff only Download (197kB) |
|
Text (DAFTAR PUSTAKA)
8. DAFTAR PUSTAKA.pdf Download (289kB) |
|
Text (LAMPIRAN)
9. LAMPIRAN.pdf Restricted to Repository staff only Download (4MB) |
|
Text (SKRIPSI FULL TEXT)
10. SKRIPSI FULL TEXT.pdf Restricted to Repository staff only Download (5MB) |
Abstract
RIA NURUL FITROTUL WAKHIDAH: Android-Based Educational Game Development "Math Advanture" with Construct 2 Software on Number Pattern Material. Thesis. Ponorogo: Mathematics Education Study Program, Muhammadiyah University Ponorogo, 2023. This study aims to develop educational game learning media based on android by fulfilling valid, practical, and effective criteria in number pattern material. Educational game learning media was tested on grade 9 students who hoped that Android-based educational game learning media could be used in learning, especially in number pattern material. Research and Development (R&D) study that uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) developed by (Sugiyono et al., 2019) The subjects in this study were 2 validators to test product validity, 1 math teacher to test the practicality of learning media, and 15 students of MTs Muhammadiyah 6 Beton to test the effectiveness of learning media. The questionnaire used in this study was in the form of validation sheets, learning media practicality sheets, and learning media effectiveness sheets. While the data analysis technique uses descriptive quantitative from data validation test results, practicality test, and effectiveness test. The level of product validity from the results of the media expert validator was 75% and the material expert validator was 91%. The practicality level of learning media obtained from mathematics teachers is 77%. The test results for the effectiveness of learning media obtained from student questionnaires were 84%. From the results of the three assessments, it can be concluded that the Android-based educational game learning media has met the valid, practical, and effective criteria. Keywords: educational games, android, number pattern, software construct 2
Item Type: | Thesis (Skripsi (S1)) |
---|---|
Uncontrolled Keywords: | educational games, android, number pattern, software construct 2 |
Subjects: | L Education > L Education (General) Q Science > QA Mathematics > QA76 Computer software |
Divisions: | Departement of Teacher Training and Education > Department of Mathematics |
Depositing User: | fkip . userfkip |
Date Deposited: | 24 Aug 2023 03:03 |
Last Modified: | 24 Aug 2023 03:03 |
URI: | http://eprints.umpo.ac.id/id/eprint/12020 |
Actions (login required)
View Item |