Pemanfaatan Game Edukatif dalam Pembelajaran Matematika : Bagaimana Persepsi Siswa?

Main Article Content

Rhomiy Handican
Siti Riva Darwata
I Made Arnawa
Ahmad Fauzan
Ali Asmar

Abstract

Penelitian ini bertujuan untuk melihat persepsi siswa terhadap penggunaan game edukasi dalam pembelajaran matematika. Metode penelitian yang digunakan adalah kuantitatif deskriptif dengan melibatkan 150 siswa sebagai responden. Kuisioner persepsi digunakan dengan indikator Kepuasan, Keyakinan, Harapan, Preferensi, Penilaian, dan Pengalaman yang telah memenuhi validitas dan reabilitas instrumen. Analisis deskriptif digunakan untuk mengidentifikasi pola dan karakteristik dari data yang dikumpulkan dengan tujuannya adalah untuk menjelaskan fenomena yang diteliti dari segi statistik, dan bukan untuk menguji hipotesis. Berdasarkan hasil penelitian menunjukkan bahwa siswa merasa puas dan yakin bahwa penggunaan game edukasi dapat membantu meningkatkan pemahaman konsep matematika dan memotivasi mereka untuk belajar dengan harapan yang tinggi terhadap penggunaan game edukasi dalam pembelajaran matematika di masa depan. Sementara itu, preferensi siswa juga cukup tinggi dengan penilaian positif terhadap manfaat penggunaan game edukasi dalam meningkatkan pemecahan masalah matematika dan keterlibatan aktif dalam proses pembelajaran. Namun, beberapa siswa juga mengungkapkan kebutuhan akan panduan yang lebih jelas dalam menggunakan game edukasi serta penyesuaian konten game dengan kurikulum dan tingkat kesulitan yang sesuai. Oleh karena itu, penelitian ini merekomendasikan perlunya upaya dalam meningkatkan ketersediaan game edukasi yang sesuai agar manfaat penggunaan game edukasi dapat lebih optimal dalam pembelajaran matematika.

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References

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