GAME BASED LEARNING: UTILIZATION OF CROSS MATH GAMES IN IMPROVING PRIMARY SCHOOL STUDENTS' CRITICAL MATHEMATICAL REASONING ABILITIES

Authors

  • Linda Kurnia Sari UIN K.H. Abdurrahman Wahid Pekalongan
  • Nihadhu Adilah UIN K.H. Abdurrahman Wahid Pekalongan
  • Via Livtiana UIN K.H. Abdurrahman Wahid Pekalongan
  • Mada Satya Kusuma UIN K.H. Abdurrahman Wahid Pekalongan

Keywords:

game based learning, mathematics, critical reasoning

Abstract

The increasing development of digitalization has now resulted in many students at elementary school level being proficient in using gadgets both for playing games and just watching videos.  However, this is not used as a bridge for students to hone their ability to reason critically.  Mathematics is one of the subjects that students are less interested in, including students at elementary school level.  This is because there are many mathematical concepts that require special concentration so that students are required to be able to reason critically in understanding them.  An alternative that can be used to improve students' critical reasoning abilities is by applying a game based learning model in mathematics learning.  This research aims to analyze the effectiveness of the game based learning model by applying the Cross Math game as a medium to improve critical reasoning skills in elementary school students' mathematics learning.  This research uses a qualitative approach with qualitative descriptive research methods to obtain information regarding the use of cross math games in improving elementary school students' mathematical critical reasoning abilities.  The results of this research show that mathematics learning presented in the form of game-based learning with the Cross Math game media can improve critical and effective reasoning skills to increase elementary school students' motivation.

References

Anggraini, H. I., Nurhayati, N., & Kusumaningrum, S. R. (2021). Penerapan Media Pembelajaran Game Matematika Berbasis Hots dengan Metode Digital Game Based Learning (DGBL) di Sekolah Dasar. Jurnal Pendidikan Indonesia, 2(11), 1885–1896. https://doi.org/10.36418/japendi.v2i11.356

Chen, C. H., K. C. Wang, & Y. H. Lin. (2015). The comparison of solitary and collaborative modes of game-based learning on students’ science learning and motivation. Jurnal Educational Technology & Society, 18(2), 237–248.

Mulyati, S., & Evendi, H. (2020). Pembelajaran Matematika melalui Media Game Quizizz untuk Meningkatkan Hasil Belajar Matematika SMP. GAUSS: Jurnal Pendidikan Matematika, 3(1), 64–73. https://doi.org/10.30656/gauss.v3i1.2127

Nazla, Y. (2021). pembelajaran menyenangkan pada masa pandemi dengan (GBL). http://dx.doi.org/10.31219/osf.io/3yzqf

Paulina, C., Rokmanah, S., Syachruroji, A., Studi, P., Guru, P., Dasar, S., Sultan, U., & Tirtayasa, A. (2023). Efektivitas Penggunaan Model Game Based Learning dalam Pembelajaran Matematika di SD. 7, 31348–31354.

Permatasari, L., & Marlina, R. (2022). Kemampuan Penalaran Matematis Siswa Kelas VII SMP Pada Materi Himpunan. Jurnal Educatio FKIP UNMA, 8(2), 505–511. https://doi.org/10.31949/educatio.v8i2.1998

Sari, R. N. K., & Ahmad, H. A. (2022). Game-based Learning : Media Edutainment Matematika. Prosiding Seminar Nasional Manajemen, Desain & Aplikasi Bisnis Teknologi (SENADA), 5, 99–106.

Sugiyono. (2016). Metodologi Penelitian Kuantitatif, Kualitatif, dan R&D. In CV Alfabeta. https://doi.org/https://doi.org/10.3929/ethz-b-000238666

Wibawa, A. C. P., Mumtaziah, H. Q., Sholaihah, L. A., & Hikmawan, R. (2020). Game-based learning (gbl) sebagai inovasi dan solusi percepatan adaptasi belajar pada masa new normal. INTEGRATED (Journal of Information Technology and Vocational Education), 2(1), 49–54. https://doi.org/10.17509/integrated.v3i1.32729

Downloads

Published

2024-05-27