Matrix Space: Desain Permainan Ular Tangga berbasis Model Pembelajaran VAK

Ziady Mubaraq, Enjun Junaeti, Eka Fitrajaya Rahman, Harsa Wara Prabawa, Yaya Wihardi

Abstract


Efisiensi, peningkatan kualitas, dan transformasi diidentifikasi sebagai potensi keunggulan dalam pemanfaatan teknologi untuk meningkatkan pembelajaran dan pengajaran. Potensi ini menarik para peneliti untuk mengembangkan teknologi yang dapat meningkatkan kualitas pembelajaran. Namun, terdapat beberapa permasalahan terkait jenis intervensi teknologi, pendekatan pencapaian pemahaman, dan pembuktian efektivitasnya yang memerlukan pemikiran yang lebih mendalam. Tujuan dari penelitian ini adalah mengimplementasikan konsep permainan ular tangga dalam perancangan media pembelajaran Sistem Persamaan Linier. Desain dan pengembangan multimedia ini didasarkan pada tahapan model pembelajaran VAK dengan menggunakan framework ADDIE, untuk meningkatkan pemahaman ekstrapolasi mahasiswa Pendidikan Ilmu Komputer. Hasil penelitian menunjukkan bahwa mutimedia yang dibangun mampu meningkatkan pemahaman ekstrapolasi mahasiswa secara significan. Sehingga multimedia layak digunakan sebagai media pembelajaran Sistem Persamaan Linier.

Kata Kunci: Model Pembelajaran VAK, permainan ular tangga, pemahaman ekstrapolasi, Sistem Persamaan Linier.


Full Text:

PDF

References


Albab, N., & El, H. L. (2022). Desain Pembelajaran Campuran (Blended Learning) pada Materi Determinan dan Invers Matriks. Griya Journal of Mathematics Education and Application, 2(4), 1129-1140.

Anderson, D. R., Subrahmanyam, K., & Cognitive Impacts of Digital Media Workgroup. (2017). Digital screen media and cognitive development. Pediatrics, 140(Supplement_2), S57-S61.

Ariyanto, M. P., Nurcahyandi, Z. R., & Diva, S. A. (2023). Penggunaan Gamifikasi Wordwall untuk Meningkatkan Hasil Belajar Matematika Siswa. MATHEMA: JURNAL PENDIDIKAN MATEMATIKA, 5(1), 1-10.

Aytekin, C., & Kiymaz, Y. (2019). Teaching Linear Algebra Supported by GeoGebra Visualization Environment. Acta Didactica Napocensia, 12(2), 75-96.

Bayhakky, N. (2018). Permainan Ular Tangga Berbasis Android Menggunakan Unity. J-INTECH, 6(01), 105-118.

Bianchini, B. L., de Lima, G. L., & Gomes, E. (2019). Linear algebra in engineering: an analysis of Latin American studies. ZDM, 51(7), 1097-1110.

Blumberg, F. C., Deater‐Deckard, K., Calvert, S. L., Flynn, R. M., Green, C. S., Arnold, D., & Brooks, P. J. (2019). Digital games as a context for children's cognitive development: Research recommendations and policy considerations. Social Policy Report, 32(1), 1-33.

Byrapuram, N., Ge, A., Ge, S., Khovanova, T., Lee, S. Z., Liang, E., ... & Yang, M. (2023). Card Games Unveiled: Exploring the Underlying Linear Algebra. arXiv preprint arXiv:2306.09280.

Chao, W. H., Yang, C. Y., Hsien, S. M., & Chang, R. C. (2018). Using mobile apps to support effective game-based learning in the mathematics classroom. International Journal of Information and Education Technology, 8(5), 354-357.

Deubel, P. (2003). An investigation of behaviorist and cognitive approaches to instructional multimedia design. Journal of educational multimedia and hypermedia, 12(1), 63-90.

Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International journal of educational technology in higher education, 14(1), 1-36.

Dick, W., Carey, L., & Carey, J. O., (2014). The systematic design of instruction. 8th Ed. New Jersey: Pearson Education, Inc.

Dirgantoro, K. P. S., Saragih, M. J., & Listiani, T. (2017). Pengaruh Pembelajaran Responsi Pada Mata Kuliah Aljabar Linier Terhadap Hasil Belajar Mahasiswa Program Studi Pendidikan Matematika FIP UPH. Jurnal Pendidikan, Matematika dan Sains, 2(1), 17-28.

Gella, N. J. M., & Bien, Y. I. (2022). Pengembangan Buku Ajar Aljabar Linear Berbasis IT untuk Meningkatkan Kemampuan Representasi Matematis. Jurnal Basicedu, 6(3), 3473-3481.

García-Hurtado, O., García-Pupo, M. M., & Poveda-Chaves, R. (2019). Linear algebra learning focused on plausible reasoning in engineering programs. Visión electrónica, 13(2), 322-330.

Hanifah, A. I., & Nawafilah, N. Q. (2021). Analisis kesulitan belajar mahasiswa teknik informatika pada mata kuliah aljabar linier. J-PiMat: Jurnal Pendidikan Matematika, 3(1), 337-346.

Hardiana, M. T., & Suyata, P. (2018). The effectiveness of VAK (visual, auditory, kinesthetic) model in learning of summary writing. International Journal of Research & Review, 5(8), 43-49.

Junaeti, E., Sutarno, H., & Nurmalasari, R. R. (2018). Genius Learning Strategy of Basic Programming in an Adventure Game. In IOP Conference Series: Materials Science and Engineering (Vol. 288, No. 1, p. 012057). IOP Publishing.

Junaeti, E., & Mulya, S. (2019, November). Developing an interactive multimedia of network topology based on visual, auditory, and kinaesthetic learning model for vocational students. In Journal of Physics: Conference Series (Vol. 1280, No. 3, p. 032036). IOP Publishing.

Kartika, Y., Wahyuni, R., Sinaga, B., & Rajagukguk, J. (2019, July). Improving Math Creative Thinking Ability by using Math Adventure Educational Game as an Interactive Media. In Journal of Physics: Conference Series (Vol. 1179, No. 1, p. 012078). IOP Publishing.

Liao, C. W., Chen, C. H., & Shih, S. J. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education, 133, 43-55.

Lusiana, R., & Setyansah, R. K. (2021). Pengembangan Buku Ajar Aljabar Linier Berbasis Matlab Mobile untuk Menunjang Pembelajaran Daring. AKSIOMA: Jurnal Pendidikan Matematika, 10(4), 1983-1999.

Mauntel, M. C. (2022). Using Video Games as a Realistic Starting Point for Learning Linear Algebra Through Design (Doctoral dissertation, The Florida State University).

Prabawa, H. W., Junaeti, E., & Permana, Y. (2017, October). Using capture the flag in classroom: Game-based implementation in network security learning. In 2017 3rd International Conference on Science in Information Technology (ICSITech) (pp. 690-695). IEEE.

Puspita, D. M., & Surya, E. (2017). Development of Snake-Ladder game as a medium of mathematics learning for the fourth-grade students of primary school. International Journal of Sciences: Basic and Applied Research, 33(3), 291-300.

Queiruga-Dios, A., Santos Sánchez, M. J., Queiruga Dios, M., Gayoso Martínez, V., & Hernández Encinas, A. (2020). A virus infected your laptop. let’s play an escape game. Mathematics, 8(2), 166.

Rahim, R. H. A., Baharum, A., & Hijazi, H. (2019). Evaluation on effectiveness of learning linear algebra using gamification. Indones. J. Electr. Eng. Comput. Sci, 17(2), 997-1004.

Rilling, S., & Wechselberger, U. (2011). A framework to meet didactical requirements for serious game design. Visual Computer, 27(4), 287–297. https://doi.org/10.1007/s00371-011-0550-6

Ruswana, A. M. (2019). Analisis kemampuan pemahaman matematis pada mata kuliah aljabar linier elementer. Jurnal Cendekia: Jurnal Pendidikan Matematika, 3(2), 293-299.

Stewart, S., Andrews-Larson, C., & Zandieh, M. (2019). Linear algebra teaching and learning: themes from recent research and evolving research priorities. ZDM, 51, 1017-1030.

Stuhlmann, A. S. (2021). Interactionist perspective on negotiation processes of students’ different understandings during small group work on linear algebra. The Journal of Mathematical Behavior, 64, 100911.

Taub, M., Sawyer, R., Smith, A., Rowe, J., Azevedo, R., & Lester, J. (2020). The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment. Computers & Education, 147, 103781.

Ummah, S. K. (2021). Media Pembelajaran Matematika (Vol. 1). UMMPress.

Wardrip-Fruin, N., Mateas, M., Dow, S., & Sali, S. (2009, September). Agency Reconsidered. In DiGRA conference.

Zandieh, M., Plaxco, D., Williams-Pierce, C., & Amresh, A. (2018, January). Drawing on three fields of education research to frame the development of digital games for inquiry-oriented linear algebra. In Proceedings of the 21st Annual Conference on Research in Undergraduate Mathematics Education.




DOI: https://doi.org/10.33365/jm.v5i2.2910

Refbacks

  • There are currently no refbacks.


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


Creative Commons License

Articles in Jurnal Mathema are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

scatter biruidnslotslot hokiturbox500bri4dscatter biruscatter hitamakun pro jepangmpo77turbox500turbox1000ninja cheatkucing oren hackbajak scatterrobopragmademon vip cheatbtn4dcasino onlinerobot merah hack