Development of an Evaluation Tool for Mathematical Communication Based on RPG Educational Games

This research aims to develop an innovative and interesting evaluation tool in assessing and improving students' mathematical communication through Role-Playing Game (RPG) based educational games. RPG educational games were chosen because they can provide an in-depth context for students' learning experiences, while facilitating interaction and collaboration. This evaluation tool includes a variety of mathematical tasks that students must complete through interaction in a carefully designed virtual world. The research method used is the research and development method, with the research model being the ADDIE model which consists of five steps, namely: (1) analysis, (2) design, (3) development (development), (4) implementation, and (5) evaluation. This research was tested for practicality on 15 respondents consisting of 8 students and 7 students, and validated by one supervisor. The results of this research were obtained as follows: (1) the practicality test assessment for the game operation indicator was 82.22% (very good), the game presentation indicator was 83.96% (very good), for the game benefit indicator it was 90.00 % (very good), and for the overall indicator obtained 85.83% (very good). In the validity test, the percentage obtained for the game presentation indicator was 93.75% (very valid), the percentage for the game benefit indicator was 84.88% (very valid) (2) he cognitive ability assessment obtained was 90.53% (very good) for the value student average, the student's achievement of completeness in each indicator has met very well, seen from the average of each question, the first question obtained a score of 98%, the second question was 86.3% and the third question was 87.3% of maximum score of 100% for each indicator. This research contributes to the mathematics education literature by combining aspects of technology, educational games, and mathematical communication.

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Publication Details

Journal
The Eurasia Proceedings of Educational and Social Sciences
Published
2024-08-12
DOI
https://doi.org/10.55549/epess.809
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Development of an Evaluation Tool for Mathematical Communication Based on RPG Educational Games

Fuji Azzumar, Rizky Rosjanuardi
The Eurasia Proceedings of Educational and Social Sciences
Educational Games and Gamification
article

Development of an Evaluation Tool for Mathematical Communication Based on RPG Educational Games

Fuji Azzumar, Rizky Rosjanuardi
article en

Abstract

This research aims to develop an innovative and interesting evaluation tool in assessing and improving students' mathematical communication through Role-Playing Game (RPG) based educational games. RPG educational games were chosen because they can provide an in-depth context for students' learning experiences, while facilitating interaction and collaboration. This evaluation tool includes a variety of mathematical tasks that students must complete through interaction in a carefully designed virtual world. The research method used is the research and development method, with the research model being the ADDIE model which consists of five steps, namely: (1) analysis, (2) design, (3) development (development), (4) implementation, and (5) evaluation. This research was tested for practicality on 15 respondents consisting of 8 students and 7 students, and validated by one supervisor. The results of this research were obtained as follows: (1) the practicality test assessment for the game operation indicator was 82.22% (very good), the game presentation indicator was 83.96% (very good), for the game benefit indicator it was 90.00 % (very good), and for the overall indicator obtained 85.83% (very good). In the validity test, the percentage obtained for the game presentation indicator was 93.75% (very valid), the percentage for the game benefit indicator was 84.88% (very valid) (2) he cognitive ability assessment obtained was 90.53% (very good) for the value student average, the student's achievement of completeness in each indicator has met very well, seen from the average of each question, the first question obtained a score of 98%, the second question was 86.3% and the third question was 87.3% of maximum score of 100% for each indicator. This research contributes to the mathematics education literature by combining aspects of technology, educational games, and mathematical communication.

The Eurasia Proceedings of Educational and Social Sciences
Indonesia University of Education (ID)
Universitas Pendidikan Indonesia, Lembaga Pengelola Dana Pendidikan
Openalex Percentile: Top 82%
Educational Games and Gamification
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