This study aimed to determine the effectiveness of the GESAMSU (Gedrik Saruk Indeed Seru) game-based environment on students' mathematical communication skills. This research was conducted by 3rd-grade students at an Integrated Islamic Elementary School (IT) Nurul Islam Paramarta in Seputih Banyak District in Central Lampung, with a sample of 62 students in this study. This research method used Experiment with Control Group Design research type, using a random purposive sampling technique. The research design used in this study was the Pretest-Posttest Control Group Design. This study used an instrument in the form of an Essay test of mathematical communication skills. The results showed that the increase in students' mathematical communication skills who were taught by applying the Environmental-Based GESAMSU (Gedrik Saruk Indeed Seru) game was significantly higher than the increase in students' mathematical communication skills taught by conventional learning models. The average post-test score of the experimental class was higher than the post-test score of the control class, namely 85,96 and 60,63, both of which were in a different category.
This research and development aim to 1) determine the feasibility of developing mathematics learning media using traditional game-based mathematical tools and 2) determine the attractiveness of students' responses to the development of mathematics learning media using Traditional game-based mathematical tools. This research was carried out using the Research and Development (R and D) method using the modified Borg and Gall development procedure, and data collection techniques using a validation questionnaire sheet. The instrument used was a validation questionnaire sheet to determine the feasibility of the module and a questionnaire for student responses to find out the interest. Data analysis techniques used in research and development are quantitative descriptive to process data in the form of scores from the validator's assessment and student response, while qualitative descriptive to describe the data in the form of commentary suggestions for improvement from the validator. Based on the results of the validation of the development of mathematics learning media using the Traditional game-based mathematical tools, an average score was obtained; (1) the feasibility of developing mathematics learning media using traditional game-based mathematical tools results of the validation of material experts obtained an average of 3.73, on linguistic aspects obtained an average of 3.64, on the aspect of feasibility evaluation obtained an average of 3.66, on media experts obtained on average (aspects of media efficiency obtained an average of 3.87, (2) attracting the development of mathematics learning media using the traditional game-based mathematical tools students' responses obtained an average score of 3.61 in the "very interesting" criteria.
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