Pengembagan Media Pembelajaran Board Game Go-Metra untuk Kemampuan Berpikir Kreatif Matematis Materi Transformasi Geometri
Keywords:
ADDIE;, Berpikir Kreatif Matematis;, Media Pembelajaran Go-Metra;, Transformasi Geometri
Abstract
Kemampuan berpikir kreatif matematis perlu dikembangkan untuk membantu peserta didik beradaptasi dengan dunia yang terus berubah dan menuntut mereka bekerja secara fleksibel. Disamping itu, permainan edukasi yang memberikan berbagai strategi dapat membantu untuk meningkatkan kemampuan berpikir kreatif. Oleh karena itu, penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa permainan yang dapat digunakan untuk meningkatkan kemampuan berpikir kreatif matematis dengan model pengembangan ADDIE. Pengujian media pembelajaran ini dilakukan dengan uji kevalidan, kepraktisan, dan keefetifan secara teoritik. Hasil penelitian ini menunjukkan bahwa media pembelajaran yang dikembangkan masuk dalam kategori sangat valid dengan rata-rata akhir 4,43. Kepraktisan dan keefektifan media pembelajaran jika ditinjau secara teoritik masuk dalam kategori sangat praktis dan sangat efektif dengan rata-rata akhir masing-masing 4,55 dan 4,82.Downloads
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Cahyadi, Rahmat A. H. 2019. Pengembangan Bahan Ajar Berbasis ADDIE Model. HALAQA: Islamic Education Journal. 3(1): 35 – 43. doi: 10.21070/halaqa.v3i1.2124
Carvalho, Carlos. 2012. Is Game-Based Learning Suitable for Engineering Education?. Global Engineering Education Conference (EDUCON). Hlm. 808 – 815.
Fife, J. James, K. & Bauer, M. 2019. A Learning Progression for Geometric Transformations. Educational Testing Service (ETS) Research Report Series. No. RR-19-01.
Gonzales, A., Cuevaz, J. R., & Diaz, G. A. 2019. The Game and Creative Cognition. A Proposal of Intervention. Jurnal PsicologÃa Educativa. 25(1): 59 – 65.
Hollebrands, K. F. 2003. High School Students’ Understandings of Geometric Transformations In The Context Of A Technological EnviRonment. The Journal of Mathematical Behavior. 22(1): 55–72.
Hollebrands, K. F. 2004. High School Students’ Intuitive Understandings of Geometric Transformations. The National Council of Teachers of Mathematics (NCTM). 97(3): 207 – 214.
Hsiao, Hsien-Sheng, dkk. 2006. Using Cognitive Affective Interaction Model to Construct On-Line Game for Creativity. Z. Pan et al. (Eds.): LNCS 3942, pp. 409 – 418
Hubbard, Peter. 1983. A Training Course for TOEFL. Oxford: Oxford University Press
Inchamnan, Wilawan. 2019. The Impact of Creative Potential through Game Play Experiences. Australian Journal of Intelligent Information Processing Systems. 13(3): 37 – 41.
Komariyah. 2013. Penggunaan Media Kartu Bilangan untuk meningkatkan Hasil belajar Penjumlahan dan Pengurangan Bilangan Pecahan Pada Mata Pelajaran Matematika Siswa Kelas V SD Al-Amin Surabaya. Jurnal Penelitian PGSD (Online). Vol.1, No.1.
Leikin, R. & Lev, M. 2013. Mathematical Creativity In Generally Gifted And Mathematically Excelling Adolescents: What Makes The Difference?. ZDM - The International Journal on Mathematics Education. 45(2): 183–197.
Leksmono, A., Sunardi, Prihandoko, A., & Murtikusuma. 2019. Students’ Creative Thinking Process in Completing Mathematical PISA Test Concerning Space and Shape. Journal of Physics. 1211.
Mayer, Igor dkk. 2013. The Research And Evaluation Of Serious Games: Toward A Comprehensive Methodology. British Journal of Educational Technology. 45(3): 502 – 507.
Moffat, D. C., Crombie, W., & Shabalina. 2017. Some Video Games Can Increase the Player's Creativity. International Journal of Game-Based Learning. 7(2): 35 – 46.
Nieveen, N. 1999. Prototyping to Reach Product Quality. London: Kluwer Academic Publisher.
Published
2021-05-18
Section
Articles
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