Peranan games edukasi dalam meningkatkan minat matematika siswa di kelas 2 sekolah dasar

Turnip, Yosafat Manindo (2022) Peranan games edukasi dalam meningkatkan minat matematika siswa di kelas 2 sekolah dasar. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Penulisan ini dilatarbelakangi oleh permasalahan kurangnya minat belajar matematika siswa di sekolah dasar swasta Jakarta. Melihat minat belajar siswa pada kelas Matematika yang rendah, teknik pengajaran dengan games diterapkan di kelas sebagai bagian dari pemanfaatan teknologi sesuai dengan zaman yang berkembang. Kurangnya minat matematika siswa disebabkan oleh pemilihan metode dan teknik mengajar yang kurang tepat untuk topik tertentu. Games edukasi mempermudah guru dalam penyampaian materi dan membuat kelas aktif,bergairah, dan senang dalam belajar. Peran guru Kristen dalam memanfaatkan teknologi merupakan penunjang pembelajaran untuk menuntun siswa takut akan Tuhan. Tujuan penulisan ini adalah untuk menjelaskan bagaimana penerapan games edukasi dapat meningkatkan minat belajar matematika siswa Sekolah Dasar. Metode penelitian ini adalah kualitatif deskriptif. Hasil dari penelitian adalah games edukasi meningkatkan minat siswa dalam belajar matematika. Siswa lebih fokus dalam belajar. Hal ini ditunjukkan dari rasa senang dan banyaknya pertanyaan yang diajukan. Kesimpulannya adalah games edukasi efektif dalam meningkatkan minat belajar siswa di kelas matematika Sekolah Dasar kelas 2. Saran untuk peneliti selanjutnya adalah meneliti games edukasi lainnya untuk meningkatkan minat belajar siswa Sekolah Dasar untuk berbagai mata pelajaran lainnya./This writing is motivated by the problem of lack of interest in learning mathematics students in private elementary schools in Jakarta. Seeing that students' interest in learning in Mathematics classes is low, teaching techniques with games are applied in the classroom as part of the use of technology according to the evolving times. The lack of interest in mathematics of students is due to the improper selection of teaching methods and techniques for a particular topic.Educational games make it easier for teachers to deliver material and make the class active, passionate, and happy in learning. Christian teachers in utilizing technology are a learning platform to guide students to fear God. The purpose of this paper is to explain how the application of educational games can increase the interest in learning mathematics for elementary school students. This research method is descriptive qualitative. The result of the research is that educational games increase students' interest in learning mathematics. Students are more focused on learning. This is shown by the sense of pleasure and the number of questions asked. The conclusion is that educational games are effective in increasing students' interest in learning in the 2nd grade elementary school math class. The next suggestion for researchers is to research other educational games to increase elementary school students' interest in learning for a variety of other subjects.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Turnip, Yosafat ManindoNIM01401190033yosafatmanindo7591@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorSusanti, Asih0303058802asih.susanti@uph.edu
Thesis advisorZendrato, Juniriang0328067503juniriang.zendrato@uph.edu
Thesis advisorSoesanto, Robert0310048904robert.soesanto@uph.edu
Uncontrolled Keywords: teknologi; minat belajar; games edukasi
Subjects: L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education
Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education
Depositing User: Yosafat M. Turnip
Date Deposited: 14 Dec 2022 02:30
Last Modified: 14 Dec 2022 02:30
URI: http://repository.uph.edu/id/eprint/51782

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