Learning mathematics for elementary school students is often considered a creepy thing. Some of the tricks that can be used to remove this paradigm is the use of learning media that are attractive to students, one of which is the edu-game media based on android along with current technological developments. This development research developed the edu-game media based on android which aims to: describe the process of developing the edu-game media based on android to learn LCM and GCD for the 4th graders and (2) analyze the feasibility level of the edu-game media based on android to learn LCM and GCD for the 4th graders. The trial subjects of this study were the 4th graders of Laboratory Unesa Elementary School Surabaya and Geluran 1 Elementary School Taman Sidoarjo. The model used in this research is Plomp’s development model. From this research, the results obtained from the material expert validator with a percentage of 94.7% (valid), and from the media expert validator with a percentage of 93.75% (valid). Testing the test subjects got an average percentage of the entire program of 93.4% (very feasible).
The background of the problem in this study is the low learning outcomes of science due to a lack of emphasis on the learning process. Student involvement that is less than optimal, and the application of models and the suitability of methods make students not understand the concepts in the material. Therefore, Collaborative Classroom Action Research (PTKK) is needed which aims to improve science learning outcomes, one of which is by applying the Problem-Based Learning (PBL) model assisted by the Mind Mapping method. This Classroom Action Research consists of two cycles with two meetings each cycle. The data collection techniques used are interviews, observations, documentation, and tests. The data analysis used is qualitative and quantitative data analysis techniques. The results showed a significant improvement in learning outcomes in the affective, cognitive, and psychomotor domains in each cycle. The increase can be seen from the results of pre-action learning in the cognitive domain (knowledge) which increased by 45% in cycle I and increased again by 38% in cycle II. The results of pre-action learning in the affective realm (attitude) in critical reasoning aspects also increased by 43.97% in cycle I and increased again in cycle II by 25.86%. The increase in the psychomotor realm (skills) which was originally 0.00% also increased in the content aspect by 56.03% in cycle I and increased again by 33.63% in cycle II. The display aspect also increased by 80.17% in cycle I and increased by 4.31% in cycle II. Based on the results of this study, it was concluded that IPAS learning outcomes increased after the Problem-Based Learning (PBL) model assisted by the Mind Mapping method was implemented.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.