Titi Usnah, - (2024) PENGEMBANGAN GAME MATHEMATICS MONOPOLY (MATHOPOLY) SEBAGAI MEDIA PEMBELAJARAN PENGENALAN MATEMATIKA UNTUK ANAK USIA DINI. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Pembelajaran yang optimal adalah pembelajaran yang dapat memenuhi kebutuhan sehingga mencapai tujuan yang diharapkan. Dalam hal ini, dengan adanya kebutuhan media pembelajaran pengenalan matematika untuk anak usia dini maka game berbasis aplikasi Android perlu pengembangan. Tujuan penelitian ini untuk mengembangkan aplikasi dan mengetahui kelayakan game Mathematics Monopoly (Mathopoly) sebagai media pembelajaran pengenalan matematika untuk anak usia dini. Penelitian ini menggunakan metode Design and Development (D&D) dengan model pengembangan Alessi & Trollip yang meliputi tiga tahap yaitu perencanaan (planning), perancangan (design), dan pengembangan (development). Teknik pengumpulan data dilakukan dengan observasi, angket/kuesioner, dan dokumentasi. Teknik analisis data mencakup pemrosesan dan evaluasi data instrumen uji alpha test dan analisis data instrumen uji beta test. Hasil penelitian diketahui bahwa proses pengembangan game Mathopoly pada tahap perencanaan (planning) dilakukan dengan melibatkan analisis kebutuhan pengguna, analisis karakteristik perkembangan kognitif, analisis indikator materi, dan mengumpulkan bahan (aset) yang dibutuhkan dalam pengembangan game. Tahap perancangan (design) dimulai dengan mengidentifikasi tujuan pembelajaran, alur kerja sistem (flowchart), dan storyboard. Berikutnya, tahap pengembangan (development) dilakukan dengan produksi media (game), uji alpha test, uji beta test, dan revisi. Kelayakan game Mathopoly diuji berdasarkan uji alpha test oleh empat validator diantaranya yaitu dua validator ahli media dan dua validator ahli materi, yang menghasilkan penilaian sangat valid dengan presentase 96,91% oleh ahli media dan penilaian oleh ahli materi mencapai 96,61%. Kelayakan uji beta test menunjukkan respon pengguna (guru) terhadap game Mathopoly dengan hasil penilaian yang sangat valid dengan presentase 95,74%, sedangkan respon pengguna (anak) menunjukkan antusiasme yang tinggi. Oleh karena itu, pengembangan game Mathopoly telah dilakukan dengan penilaian yang sangat valid dan mendapatkan respon positif dari para pengguna baik guru maupun anak usia 5-6 tahun, meskipun ada saran dan masukan perbaikan yaitu untuk pengalaman belajar yang lebih baik, interaktif, dan menyenangkan. : Optimal learning is learning that can meet needs so as to achieve the expected goals. In this case, with the need for learning media for introducing mathematics for early childhood, Android application-based games need to be developed. The purpose of this study was to develop an application and determine the feasibility of the Mathematics Monopoly (Mathopoly) game as a learning media for introducing mathematics for early childhood. This study uses the Design and Development (D&D) method with the Alessi & Trollip development model which includes three stages, namely planning, design, and development. Data collection techniques are carried out by observation, questionnaires, and documentation. Data analysis techniques include processing and evaluating alpha test instrument data and beta test instrument data analysis. The results of the study show that the Mathopoly game development process at the planning stage is carried out by involving user needs analysis, cognitive development characteristics analysis, material indicator analysis, and collecting materials (assets) needed in game development. The design stage begins by identifying learning objectives, system workflows (flowcharts), and storyboards. Next, the development stage is carried out with media production (games), alpha test, beta test, and revision. The feasibility of the Mathopoly game was tested based on the alpha test by four validators, including two media expert validators and two material expert validators, which resulted in a very valid assessment with a percentage of 96.91% by media experts and an assessment by material experts reaching 96.61%. The feasibility of the beta test showed the response of users (teachers) to the Mathopoly game with a very valid assessment result with a percentage of 95.74%, while the response of users (children) showed high enthusiasm. Therefore, the development of the Mathopoly game has been carried out with a very valid assessment and received a positive response from users, both teachers and children aged 5-6 years, although there were suggestions and input for improvement, namely for a better, interactive, and enjoyable learning experience.
Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?user=2RTm54YAAAAJ&hl=en SINTA ID : 6006923 SINTA ID : 6832894 |
Uncontrolled Keywords: | Game Mathopoly, Pengenalan Matematika AUD, Penelitian D&D: AUD Math Introduction, D&D Research |
Subjects: | L Education > L Education (General) |
Divisions: | UPI Kampus Serang > PGPAUD UPI Kampus Serang |
Depositing User: | Titi Usnah |
Date Deposited: | 26 Sep 2024 03:21 |
Last Modified: | 26 Sep 2024 03:21 |
URI: | http://repository.upi.edu/id/eprint/120675 |
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