PENGEMBANGAN GAMIFIKASI PADA PELAJARAN MATEMATIKA SD DENGAN METODE ADDIE UNTUK MENINGKATKAN MINAT BELAJAR SISWA

Penulis

  • Haykal Syuhada Universitas Islam Indonesia
  • Syarif Hidayat Universitas Islam Indonesia
  • Sri Mulyati Universitas Islam Indonesia
  • Andhika Giri Persada Universitas Islam Indonesia

DOI:

https://doi.org/10.36341/rabit.v9i1.466

Kata Kunci:

gamifikasi, matematika SD, minat belajar

Abstrak

that the average score for mathematics in Indonesia only reached 379, compared to the OECD average score of 487. The lack of interest in mathematics makes children too lazy to learn mathematics, which has an impact on their learning achievement. Therefore, this study aims to apply gamification to elementary school mathematics learning media to increase students' learning interest. In this development, the method used was the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The learning media was designed by applying gamification elements in the form of points, challenges, and time pressure. The implementation of this learning media shows that the results of gamification is able to create an interactive and fun learning experience so as to increase elementary school students' interest in learning mathematics. The evaluation was carried out using the SUS method and obtained  test results with a score of 82.9545, which indicates a high level of satisfaction and usability. In conclusion, the application of gamification has the potential to become a solution to students' interest in learning mathematics.

Unduhan

Data unduhan belum tersedia.

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Diterbitkan

2023-12-27

Cara Mengutip

[1]
H. Syuhada, S. Hidayat, S. Mulyati, dan A. Giri Persada, “PENGEMBANGAN GAMIFIKASI PADA PELAJARAN MATEMATIKA SD DENGAN METODE ADDIE UNTUK MENINGKATKAN MINAT BELAJAR SISWA”, rabit, vol. 9, no. 1, hlm. 1–14, Des 2023.

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