RANCANG BANGUN APLIKASI GAME EDUKASI OPERASI HITUNG BERBASIS GAMIFIKASI UNTUK SISWA SMP
Main Article Content
Abstract
This study aims to develop a gamification-based educational game application that supports learning arithmetic operations for junior high school students. The application was developed through several stages, including needs analysis, system design using an Activity Diagram, implementation using Flutter and Laravel, and evaluation through Black Box Testing and User Acceptance Testing (UAT). The application integrates structured learning materials, interactive quizzes, and an educational Snakes and Ladders Math Game designed to enhance students’ motivation and conceptual understanding. The Black Box Testing results indicate that all system functions operate properly and as intended. Meanwhile, the UAT results involving 18 seventh-grade students achieved an average feasibility score of 88.51%, categorized as highly feasible. The highest score was obtained in the game responsiveness aspect, demonstrating that the application provides a smooth and engaging learning experience. Overall, this application is considered effective as an alternative digital learning media that improves students’ understanding of arithmetic operations and supports the digitalization of mathematics learning in junior high schools.
Article Details
References
[2] S. Hamzah, “Penerapan Game-Based Learning dalam Meningkatkan Motivasi Belajar Siswa SMP,” Jurnal Teknologi Pendidikan, vol. 9, no. 1, pp. 33–41, 2020.
[3] R. P. Lestari and D. Y. Fitri, “Efektivitas Media Pembelajaran Interaktif terhadap Pemahaman Operasi Hitung,” Jurnal Cendekia Pendidikan Matematika, vol. 5, no. 3, pp. 1450–1460, 2021.
[4] M. Y. Ramadhan, “Pengembangan Aplikasi Pembelajaran Berbasis Mobile Menggunakan Flutter,” Jurnal Informatika Global, vol. 8, no. 1, pp. 22–29, 2022.
[5] T. N. Ardiansyah, “Implementasi Framework Laravel dalam Pengembangan Sistem Pembelajaran Digital,” Jurnal Teknologi dan Sistem Informasi, vol. 7, no. 2, pp. 94–102, 2020.
[6] L. P. Sari, “Analisis Kebutuhan Media Pembelajaran Matematika Berbasis Android untuk Siswa SMP,” Jurnal Edumatika, vol. 11, no. 1, pp. 67–76, 2021.
[7] K. D. Wicaksana and F. Nugraha, “Gamification Approach in Elementary Mathematics Learning,” International Journal of Education and Learning, vol. 4, no. 2, pp. 120–128, 2020.
[8] J. Werbach and D. Hunter, For the Win: How Game Thinking Can Revolutionize Your Business, Philadelphia: Wharton Digital Press, 2012.
[9] N. A. Yusuf and H. P. Rahman, “Design of Educational Game Using User-Centered Design Approach,” Journal of Educational Technology, vol. 14, no. 3, pp. 215–224, 2022.
[10] A. Z. Putra, “Pengujian Perangkat Lunak Menggunakan Metode Black Box dan White Box,” Jurnal Teknologi Informasi, vol. 8, no. 2, pp. 144–150, 2021.
[11] M. W. Santoso, “User Acceptance Testing (UAT) dalam Evaluasi Sistem Pembelajaran Daring,” Jurnal Sistem Informasi dan Bisnis, vol. 10, no. 1, pp. 55–64, 2021.