Pengembangan Permainan Kotak Barisan yang Digunakan pada Kegiatan Apersepsi Materi Barisan dan Deret untuk Meningkatkan Motivasi Siswa Kelas X SMA

Elis Widyo Palupi, Ipung Yuwono, Makbul Muksar

Abstract


The aim of the development is to describe a valid, practical and effective process and the result of the development of Kotak Barisan game used in "Series and Sequence" apperception activity for enhancing the tenth grade students’ motivation. Development model that is used is Plomp model consisting of three stages, which are preliminary research, prototyping phase, and assessment phase. The result is, based on the analysis, the validity reaches 80,5% belonging to level of valid. Three-instrument practicality test shows that the game belongs to the level of practice. Then, comparing the result of effectivity test, the number of motivated students increase for 4 students compared to prior to do the test. Hence, Kotak Barisan game enhances motivation effectively.

Full Text:

[Download PDF]

References


Bell, Fredrick. 1978. Teaching and Learning Mathematics (in Secondary School). Iowa: Brown Company Publisher.

Boyle, S. 2011. Teaching Toolkit: An Introduction to Games Based Learning. (Online), (www.ucd.ie/teaching), diakses pada 22 Maret 2015.

Hobri. 2010. Metodologi Penelitian Pengembangan (Aplikasi pada Penelitian Pendidikan Matematika). Jember: Pena Salsabila.

Isdisusilo. 2012. Panduan Membuat Silabus dan RPP. Jakarta: Kata Pena.

Jacobsen, D.A., Eggen, P., & Kauchak, D. 2009. Methods For Teaching: Metode-Metode Pengajaran Meningkatkan Belajar Siswa TK-SMA. Terjemahan Fawaid A. & Anam K. 2009. Yogyakarta: Pustaka Pelajar.

ngga, Gm. 2012. Panduan Lengkap Menyusun Silabus dan Rencana Pelaksanaan Pembelajaran: Konsep dan Implementasi Disertai Contoh. Yogyakarta: Araska.

Panagiotakopoulos, C.T. 2011. Applying a Conceptual Mini Game for Supporting Simple Mathematical Calculation Skills: Students’ Perceptions and Considerations. World Journal of Education. (Online), 1 (1): 3-14, (http://www.sciedu.ca/journal/index.php/), diakses pada 16 November 2015.

Perrotta, C, Featherstone, G, Aston, H, Houghton, E. 2013. NFER Research Programme: Innovantion in Education. Game-based Leraning: Latest Evidence and Future Directions. (Online), (https://www.nfer.ac.uk/publications/GAME01/GAME01.pdf) diakses pada 16 November 2015. Slough: NFER.

Plomp, T. 2007. An Introduction to Educational Design Research. Netherland: Netzodruk, Enschede.

Reid, G. 2009. Memotivasi Siswa di Kelas: Gagasan dan Strategi. Terjemahan Widiastuti, H. 2007. Jakarta: Indeks.

Rohman, M. & Amri, S. 2013. Strategi dan Desain Pengembangan Sistem Pembelajaran. Jakarta: Prestasi Pustaka Publisher.

Sardiman. 2012. Interaksi dan Motivasi Belajar Mengajar. Jakarta: Rajawali Press.

Suherman, E., Turmudi, Suryadi, D., Herman, T., Suhendra, Prabawanto, S., Nurjanah, Rohayati, A. 2003. Strategi Pembelajaran Matematika Kontemporer. Bandung: JICA.

Uno, H.B. 2013. Teori Motivasi dan Pengukurannya: Analisis di Bidang Pendidikan. Jakarta: Bumi Aksara.

Wijayanti, W. 2010. Usaha Guru dalam Membangkitkan Motivasi Belajar Matematika Siswa SMA Negeri 1 Godean. Skripsi tidak diterbitkan. Universitas Negeri Yogyakarta.




DOI: http://dx.doi.org/10.17977/um076v1i12017p10-16

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 Elis Widyo Palupi, Ipung Yuwono, Makbul Muksar

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

JKPM Indexed By:

        

 



Jurnal Kajian Pembelajaran Matematika is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License
Creative Commons License

View My Stats