DEVELOPMENT OF ANDROID-BASED PUZZLE GAME MEDIA FOR CLASS III ELEMENTARY SCHOOL

Authors

  • Jihan Nur Fauziah Universitas Negeri Jakarta
  • Iva Sarifah Universitas Negeri Jakarta, Jakarta, Indonesia
  • Evita Adnan Universitas Negeri Jakarta, Jakarta, Indonesia

Keywords:

Media Games, ADDIE, Math, Fraction, Android, Puzzle

Abstract

This research and development aims to produce a product and determine the feasibility of an Android-based puzzle game media for fractional material for grade III elementary school. This research was conducted in the researcher's home environment, namely, RW 001, Jakamulya Village, South Bekasi District, Bekasi City. The research method used is the research and development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). Data collection techniques using observation, interviews, and questionnaire. The data were analyzed using the Miles and Huberman analysis model. Respondents in this development are one material expert lecturer, one media expert lecturer, one language expert lecturer and third grade students in RW 001, Jakamulya Village, South Bekasi District, Bekasi City. The test results for developing Android-based puzzle game media to three experts (expert review) obtained an average value of 88% or the media was in the very good category. In addition, the results of the One to One trial stage are 95% and the Small Group is 98%. Referring to the results of data analysis of the Miles and Huberman model, the puzzle game media based on Android is a valid product and is suitable for use in learning mathematics in grade III Elementary School.

References

Ministry of Education and Culture. (2020). KBM Guidelines for the 20201/2021 academic year. Implementation of learning in the school year and the new academic year during the Corona Virus Disease (Covid-19) pandemic.

Branch, Robert Maribe. 2009. Instructional Dessign: The ADDIE Approach. New York: Springer Publications.

Buckingham, David. Media Education : Literacy, Learning and Contemporary Culture. Cambridge: Polity Press, 2003.

Astini, N. K. S. (2020). The Utilization of Information Technology in Elementary School Level Learning during the Covid-19 Pandemic. Lampuhyang Journal, 11, 14.

Arsyad, A. (2016). Learning Media. Jakarta: Rajawali Press.

Anugrah, A. (2020). Obstacles, Solutions and Hopes: Online Learning During the Covid-19 Pandemic by Elementary School Teachers. Journal of Education and Culture, 10, 282–289.

Ahmad, S., Hussain, A., Batool, A., Sittar, K., & Malik, M. (2016). Play and cognitive development: Formal operational perspective of piaget’s theory. Journal of Education and Practice, 7(28), 72–79.

Deringol, Y. (2019). Misconception of Primary School Student about The Subject of Fraction. International Journal of Evaluation and Research, 8(1).

Maslukhah, K., & Abdullah, M. H. (2013). The Use of Puzzle Media to Improve Social Sciences Learning Outcomes in Class V Students of Sdn Klantingsari I Tarik Sidoarjo. jpgsd, 01(2), 0–10.

Ramadhan, H. S., Lestiawati, E., & Wahyuningsih, M. (2016). The Effect of Puzzle Play Therapy on the Learning Concentration of Grade 1 Children at SD Negeri Pokoh 1 Ngemplak, Sleman, D.I. Yogyakarta. Media Journal

Sudijono, A. (2012). Introduction to Educational Statistics. Depok: King Grafindo

Fosnot, Chaterine Twomey. “Constructivism: Theory, Perspectives, and Practice.” Second. New York: Teachers College Clumbia University, 2005.

Yasbiati, and Gilar Gandana. Educational game tools for early childhood (basic theory and concepts). Tasikmalaya: Ksatria Siliwangi, 2018.

Zhiqing, Zhang. “Assimilation, Accommodation, and Equilibration: A Schema-Based Perspective on Translation as Process and as Product.” International Forum of Teaching and Studies 11, no. 12 (2015): 84–89.

"Law Number 20 of 2003 concerning the National Education System" (2003).

Zakariah, M. Askari, Vivi Afriani, and KH. M Zakariah. Quantitative Research Methodology, Qualitative, Action Research, Research & Development (R and D). Kolaka: Al-Mawaddah Warrahmah Kolaka Islamic Boarding School Foundation, 2020.

Yoon, Jiwon. Media Education: Benefit for Students and Teachers at Alternative High Schools. Media Education Lab Working Paper Series, 2007.

Yaumi, Muhammad. Learning Media and Technology. Jakarta: Prenada Media Gruop, 2018.

Sugiyono. Educational research methods quantitative, qualitative, and R&D approaches. Bandung: Alfabeta, 2017.

Rosyadi, Alfiana Athma Putri. Education Statistics. Malang: UMM Press, 2018.

Downloads

Published

2024-10-30

How to Cite

Fauziah, J. N., Sarifah, I., & Adnan, E. (2024). DEVELOPMENT OF ANDROID-BASED PUZZLE GAME MEDIA FOR CLASS III ELEMENTARY SCHOOL. Educational Technology Journal, 4(2), 8–17. Retrieved from https://journal.unesa.ac.id/index.php/etj/article/view/26422
Abstract views: 106 , PDF Downloads: 88