Gamifikasi berhitung cepat dan tepat dengan puzzle game untuk meningkatkan motivasi belajar matematika = Enhancing mathematics learning motivation through gamified rapid and accurate calculation with puzzle games

Riandy, Clarissa (2023) Gamifikasi berhitung cepat dan tepat dengan puzzle game untuk meningkatkan motivasi belajar matematika = Enhancing mathematics learning motivation through gamified rapid and accurate calculation with puzzle games. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Sekolah adalah sarana belajar mengajar untuk pengembangan diri, di mana siswa mempelajari banyak hal baru. Namun, proses pembelajaran ini tidak lepas dari hambatan. Matematika menjadi salah satu mata pelajaran yang sulit dipahami oleh siswa. Sebuah penelitian menunjukkan bahwa sebagian besar siswa tidak memahami materi matematika yang disampaikan guru, hingga memiliki persepsi yang kurang tepat terhadap mata pelajaran ini. Padahal dengan belajar matematika, siswa dapat memahami konsep matematis yang dapat digunakan di berbagai mata pelajaran, maupun kehidupan sehari-hari. Untuk mengatasinya, beragam media pembelajaran sebagai penunjang pengajaran pun semakin banyak digunakan. Dari sekian banyak media pembelajaran, pembelajaran yang menerapkan gamifikasi menjadi pilihan yang mampu meningkatkan minat, wawasan, dan ketertarikan pengguna. Kemudian, salah satu genre game yang sesuai dengan konsep pembelajaran maematika adalah puzzle. Untuk itu, di dalam penelitian tugas akhir ini akan dikembangkan sebuah aplikasi gamifikasi bergenre puzzle yang mengimplementasikan mata pelajaran matematika. Aplikasi akan dikembangkan dengan prinsip Agile, menggunakan metode Adaptive Software Development. Nantinya aplikasi akan diujikan dengan rangkaian kuesioner pre-test dan post-test sebagai bahan pengujian statistik. Adapun tujuan dari penelitian ini adalah untuk melihat ada tidaknya peningkatan motivasi belajar matematika pada siswa, dengan harapan dapat mendorong pengguna untuk mempelajari matematika lebih lanjut. Kuesioner pre-test dan post-test untuk pengujian aplikasi menggunakan dasar pertanyaan ARCS khusus untuk pengukuran motivasi. Setelah hasil pre-test dan post-test diperoleh, kedua data akan diolah dan diuji menggunakan empat macam pengujian. Hasil dari uji validitas menunjukkan bahwa kuesioner yang digunakan valid. Pada pengujian reliabilitas Cronbach’s alpha, diperoleh hasil 0.83 yang artinya kuesioner reliabel. Pada uji normalitas Shapiro-Wilk, sebanyak dua dari sepuluh faktor pengujian menghasilkan angka signifikansi normal, menandakan distribusi data tidak normal. Kemudian dilanjutkan dengan uji non- parametrik Wilcoxon signed-rank test, dengan hasil signifikansi kelima pasangan variabel bernilai 0.000 hingga 0.022 yang menunjukkan adanya perbedaan yang signifikan yang ditimbulkan dari penggunaan gamifikasi sebagai media pembelajaran. / School serves as an educational platform for self-development, providing students with opportunities to learn. However, some students find mathematics challenging. Research shows that many struggle to understand mathematical concepts taught by teachers due to misconceptions about the subject. Nevertheless, learning mathematics can help students grasp concepts that are applicable across subjects and in everyday life. To accomplish this, educational applications and tools are increasingly utilized. Among the available resources, gamification is particularly noteworthy as it enhances user interest, insight, and engagement. Additionally, puzzle games are well-suited to the field of mathematics education. As a result, the objective of this research project is to create a gamified puzzle application that incorporates mathematical concepts. The application will be developed following agile principles, using the adaptive software development method. Subsequently, a series of pre- and post-test questionnaires will be used to test the application for statistical analysis. The research aims to determine whether there is an improvement in students' motivation to learn mathematics, with the goal of encouraging further exploration of the subject. The pre-test and post-test questionnaires used in this study are based on the ARCS model, which is specifically designed to measure motivation. After obtaining the pre- and post-test results, both sets of data are processed and subjected to four different testing methods. The validity test results indicate that the questionnaire used is valid. The Cronbach's alpha reliability test yielded a result of 0.83, indicating the questionnaire's reliability. The Shapiro-Wilk normality test produced abnormal data distribution results for eight of the ten test factors. Furthermore, the non-parametric Wilcoxon signed-rank test showed significant differences (ranging from 0.000 to 0.022) in five pairs of variables, indicating a significant impact resulting from the use of gamification as a learning medium.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Riandy, ClarissaNIM01082200015clarissariandy@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorSuryapranata, Louis Khrisna PuteraNIDN0330109102louis.suryapranata@uph.edu
Uncontrolled Keywords: learning motivation; gamification; mathematics; ren’py; puzzle games; adaptive software development
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Depositing User: CLARISSA RIANDY
Date Deposited: 02 Feb 2024 02:39
Last Modified: 02 Feb 2024 02:39
URI: http://repository.uph.edu/id/eprint/60985

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