Learning Media for Counting Operations Based on Pictoblox Gamification: Development Research in Class 1 Elementary School


Mahdiyyah Salma Zahira(1*), Ana Mardiana(2), Risma Mutmainah(3), Risma Mutmainah(4), Seni Apriliya(5), Erwin Rahayu Saputra(6)

(1) Universitas Pendidikan Indonesia, Indonesia
(2) Universitas Pendidikan Indonesia, Indonesia
(3) Universitas Pendidikan Indonesia, Indonesia
(4) Universitas Pendidikan Indonesia, Indonesia
(5) Universitas Pendidikan Indonesia, Indonesia
(6) Universitas Pendidikan Indonesia, Indonesia
(*) Corresponding Author

Abstract


This study aims to describe the development of pictoblox gamification learning media for mathematics learning in grade 1 elementary school, describe the design of pictoblox gamification learning media as a problem solution, describe the feasibility and testing of products that have been made, and describe the requirements for the final product of pictoblox gamification-based learning media. . The research used the Design Based Research (DBR) research and development method using the Reeves model research stages, namely: 1) assistance and problem analysis; 2) develop solutions; 3) do the process iteratively 4) reflection. The data collection technique used is through data collection using preliminary studies and field studies. This data collection technique uses several research instruments, in the form of (1) interview instruments conducted by researchers by asking several questions to the teacher; (2) expert judgment, conducted based on the results of validation by experts, where expert validation in this study was carried out to media expert lecturers and elementary school teachers; (3) questionnaires, conducted to teachers and grade I students at the elementary school under study; and (4) documentation in the form of writings, pictures, or monumental works of a person. This documentation is intended to support data regarding the teacher's experience using learning media in the classroom and students' enthusiasm in learning using the media. Based on the results of research at Rajamandala Elementary School, Tasikmalaya Regency, research data was obtained which showed that the pictoblox gamification-based arithmetic operations learning media developed was feasible to use in learning. Feasibility is shown from the results of validation by expert validators, and the usability of the results of trials that have been carried out. So based on the results of this study, the development of pictoblox-based learning media can be used as an alternative media in learning.

Keywords


Operasi Hitung, Pembelajaran Matematika, Pictoblox

References


Afrizal. (2014). Metode Penelitian Kualitatif. Rajawali Pers.

Agus Supandi dkk, “Analisis Kompetensi Guru: Pembelajaran Revolusi Industri 4.0”. Prosiding Samasta, 2020, Hal 2.

Akker, J. van den. (1999). Principles and Methods of Development Research. Kluwer Academic Publisher.

Akker, J. van den, Bannan, B., Kelly, A. E., Nienke Nieveen, & Plomp, T. (2013). Educational Design Research Part A: An Introduction (T. Plomp & N. Nieveen (eds.)). SLO, Enschede.

Creswell, J. W. (2010). Reaserch Design: Pendekatan Kualitatif, Kuantitatif, dan Mixed. PT Pustaka Pelajar.

Fatmawati, N. I. A. (n.d.). Peningkatan Kemampuan Berhitung Melalui Pendekatan Realistic Mathematic Education ( Kurikulum Tingkat Satuan Pendi- guru , guru mengungkapkan bahwa maksimal . Rendahnya kemampuan.

Fepi Priyatna dan Wildan Wiguna. (2020). Mobile Game Pembelajaran Matematika Dasar Menggunakan Construck 2 Di SDN Sasaksaat. eProsiding Teknik Informatika (PROTEKTIF), Vol 1. No.1 November 2020.

Heni Jusuf, “Penggunaan Gamifikasi dalam Proses Pembelajaran”. Jurnal Ticom, Vol 5, No 1, (September 2016), hal 2.

Indah Wati dan Insana Kamila. “Pentingnya Guru Professional dalam Mendidik Siswa Milenial untuk Menghadapi Revolusi 4.0”. Prosiding Seminar Nasional Program Pascasarjana Universitas PGRI Palembang, (Januari 2019), Hal 365

Jonas. (2010). A School-Based Pedestrian Safety Intervention Program. Ejurnal. Francis: Institute at the Ryder Trauma Center.

Mirta Widiyanti dan Indri Anugraheni, (2022). Pengembangan Media Pembelajaran Berbasis Android ”Opera Juragan” pada Materi Operasi Hitung di Sekolah Dasar. Edukatif : Jurnal Ilmu Pendidikan Volume 4 Nomor 4 Tahun 2022 Halm 5480 – 5491. p-ISSN 2656-8063 e-ISSN 2656-8071. : https://doi.org/10.31004/edukatif.v4i4.3243

Martini Dwi Purnama, Edy Bambang Irawan, Cholis Sa’dijah. (2017) Pengembangan Media Box Mengenal Bilangan dan Operasinya Bagi Siswa Kelas 1 SDN Gadang 1 Kota Malang. Jurnal Kajian Pembelajaran Matematika : Volume 1 Nomor 1 Tahun 2017. ISSN: 2549 – 8584 (online)

Muhammad Takdir, KEPOMATH GO “Penerapan Konsep Gamifikasi dalam Pembelajaran Matematika dalam Meningkatkan Motivasi Belajar Matematika Siswa”. Indonesian Journal of Educational Studies. Vol. 20 No 1, 2017, h. 3

Puspita Octafiani, Andi Tejawati, dan Pohny, Aplikasi Pembelajaran Matematika Dengan Konsep Gamifikasi Berbasis Android, JURTI Vol. 1 No. 2, 2017, h. 96

Ramdani, A., Jufri, A. W., & Jamaluddin, J. (2020). Pengembangan Media Pembelajaran Berbasis Android pada Masa Pandemi Covid-19 untuk Meningkatkan Literasi Sains Peserta Didik. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 6(3), 433. https://doi.org/10.33394/jk.v6i3.2924

Reeves, T. C., & Amiel, T. (2008). Design-Based Research and Educational Technology: Rethinking Technology and the Research Agenda. Educational Technology & Society, 4(11), 29–40.

Sari, N., & Anugraheni, I. (2021). Pengembangan Media Pembelajaran Berbasis Android Pada Pembelajaran Tematik Kelas Iv Tema 6 Subtema 1 Di Sekolah Dasar. Guru Kita, 59, 33–43.




DOI: https://doi.org/10.15575/al-aulad.v6i2.26124

Refbacks

  • There are currently no refbacks.


Publisher:
Department of Primary Education, Faculty of Tarbiyah and Teacher Training, UIN Sunan Gunung Djati Bandung-Indonesia

Email:
al.aulad@uinsgd.ac.id

Editorial Address:
Jurusan PGMI Lantai 3 Gedung Fakultas Tarbiyah dan Keguruan UIN Sunan Gunung Djati Bandung. Kampus 2 Jalan Soekarno-Hatta Kel. Cimincrang Kec. Gedebage Kota Bandung 40294. 


Creative Commons License
Al-Aulad: Journal of Islamic Primary Education Licensed by Creative Commons Attribution-ShareAlike 4.0 International LicenseCopyright © UIN Sunan Gunung Djati Bandung.

View My Stats