Claim Missing Document
Check
Articles

Found 2 Documents
Search

An Overview Of Learning Support Factors On Mathematic Games Ahmad Fairuzabadi; Ahmad Afif Supianto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 2, May 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (655.305 KB) | DOI: 10.22219/kinetik.v4i2.761

Abstract

 In this study, we examined the factors in game design that were used by developers to support the interests of mathematics learning. The aim is to overcome the lack of empirical evidence about the impact of factors in the game on learning outcomes, identify how the design of in-game activities affects learning, and develop an overview of general recommendations for designing mathematics education games. This study tries to illustrate the impact of game design factors in mathematics education games on the objectives and results of game-based learning.
Geometrial: Development of Educational Digital Game for Combined Two-Dimensional Figure Learning Ahmad Fairuzabadi; Herman Tolle; Fitra A Bachtiar; Ahmad Afif Supianto
Journal of Information Technology and Computer Science Vol. 7 No. 1: April 2022
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202271339

Abstract

Mathematics is one of the subjects that is often considered difficult and boring for students. This is evidenced by the poor scores obtained by the students. One of the chapters that are considered difficult is the geometry chapter, especially on the topic of combined two-dimensional figures studied by students at the Vocational High School (SMK) level. Spatial skills are needed for students to be able to solve combined two-dimensional figures questions, which to learn will be very difficult without using assisted learning media. While the learning so far is still using the conventional learning approach which is considered boring for students. This is due to the absence of learning media that is fun and can be easily accessed by students. This study tries to present a solution to this problem in the form of a mobile-based educational digital game design that can be accessed by all students. This digital educational game is called Geometry. This study uses Research & Development (R&D) combined with the Agile-Extreme Programming method to develop this educational digital game. Tests were carried out using an expert validation approach to game prototypes. This study uses a questionnaire that adapts the Computer System Usability Questionnaire (CSUQ) to assess the usability aspect of the game system built. Meanwhile, to assess this game from the point of view of educational media, this study used an evaluation questionnaire of material experts and media experts. The development process occurs in 3 iterations of development which includes the ideation, conceptualization, and prototyping stages. The results obtained from the assessment of material experts are 88.9% in the aspect of material suitability, and 85.7% in the suitability aspect of learning evaluation. While the results of the assessment obtained from media experts were 77.1% on the software engineering aspect, 76.3% on the visual design aspect, 80% on the media design aspect, and 77.6% on the system usability aspect (CSUQ).