{"title":"开发基于变形材料的 Tenun Ikat Bandar 民族数学教育游戏","authors":"Ahmad Syamsudin, Dewi Hamidah, Indah St Aminah","doi":"10.29300/equation.v6i2.10225","DOIUrl":null,"url":null,"abstract":"This paper is a Research and Development to make an educational game learning called Puzzle TEKAD (Tenun Ikat Bandar), which is aimed at transforming material for 9th grade students. The software developed using Construct 2 by applying the ADDIE development model which includes 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The tools used in this paper include expert verification forms, practitioner questionnaires, black box tests, student response questionnaires, and student assessment forms. The results show that the product validity is in a very good category, with an average score of 4.95 for media experts, 4.15 for materials experts, and 4.66 for field practitioners. Based on group experiments, educational games fall into the utility category, as all aspects of functional testing using black-box testing work well. The product effectiveness aspect falls under the effective category based on student assessment results, which shows that all scores are higher than KKM. It can be concluded that the TEKAD educative game meets the aspects of feasibility, practicality, and effectiveness in teaching transform materials in 9 school grade.","PeriodicalId":489141,"journal":{"name":"Jurnal Equation","volume":"49 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pengembangan Game Edukasi Etnomatematika Tenun Ikat Bandar pada Materi Transformasi\",\"authors\":\"Ahmad Syamsudin, Dewi Hamidah, Indah St Aminah\",\"doi\":\"10.29300/equation.v6i2.10225\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper is a Research and Development to make an educational game learning called Puzzle TEKAD (Tenun Ikat Bandar), which is aimed at transforming material for 9th grade students. The software developed using Construct 2 by applying the ADDIE development model which includes 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The tools used in this paper include expert verification forms, practitioner questionnaires, black box tests, student response questionnaires, and student assessment forms. The results show that the product validity is in a very good category, with an average score of 4.95 for media experts, 4.15 for materials experts, and 4.66 for field practitioners. Based on group experiments, educational games fall into the utility category, as all aspects of functional testing using black-box testing work well. The product effectiveness aspect falls under the effective category based on student assessment results, which shows that all scores are higher than KKM. It can be concluded that the TEKAD educative game meets the aspects of feasibility, practicality, and effectiveness in teaching transform materials in 9 school grade.\",\"PeriodicalId\":489141,\"journal\":{\"name\":\"Jurnal Equation\",\"volume\":\"49 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Equation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29300/equation.v6i2.10225\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Equation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29300/equation.v6i2.10225","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Pengembangan Game Edukasi Etnomatematika Tenun Ikat Bandar pada Materi Transformasi
This paper is a Research and Development to make an educational game learning called Puzzle TEKAD (Tenun Ikat Bandar), which is aimed at transforming material for 9th grade students. The software developed using Construct 2 by applying the ADDIE development model which includes 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation. The tools used in this paper include expert verification forms, practitioner questionnaires, black box tests, student response questionnaires, and student assessment forms. The results show that the product validity is in a very good category, with an average score of 4.95 for media experts, 4.15 for materials experts, and 4.66 for field practitioners. Based on group experiments, educational games fall into the utility category, as all aspects of functional testing using black-box testing work well. The product effectiveness aspect falls under the effective category based on student assessment results, which shows that all scores are higher than KKM. It can be concluded that the TEKAD educative game meets the aspects of feasibility, practicality, and effectiveness in teaching transform materials in 9 school grade.