Development of scratch educational game-based learning media to improve students' problem-solving ability

This study develops Scratch educational game-based learning media to improve students' problem-solving skills in economics subjects regarding financial institutions in class X MA An-Nidhomiyah. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data were collected through questionnaires, observations, interviews, and tests, and analyzed descriptively. The research subjects were 16 grade X students. The results showed that this learning media was very feasible to use, with a validation score of 4.5 from the material expert, 4.6 from the teacher, and the media expert's assessment showed feasibility. In addition, this media is proven effective in improving students' problem-solving skills, with a Gain Score of 1.5 which is in the high category.

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Publication Details

Journal
ASATIZA Jurnal Pendidikan
Published
2024-09-30
DOI
https://doi.org/10.46963/asatiza.v5i3.1877
Citations
1
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.97
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article

Development of scratch educational game-based learning media to improve students' problem-solving ability

Ika Lis Mariatun, Ahmad Alhasir
1 citations
ASATIZA Jurnal Pendidikan
Mathematics Education and Pedagogy
0.97
article

Development of scratch educational game-based learning media to improve students' problem-solving ability

Ika Lis Mariatun, Ahmad Alhasir
article en
1 citations

Abstract

This study develops Scratch educational game-based learning media to improve students' problem-solving skills in economics subjects regarding financial institutions in class X MA An-Nidhomiyah. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data were collected through questionnaires, observations, interviews, and tests, and analyzed descriptively. The research subjects were 16 grade X students. The results showed that this learning media was very feasible to use, with a validation score of 4.5 from the material expert, 4.6 from the teacher, and the media expert's assessment showed feasibility. In addition, this media is proven effective in improving students' problem-solving skills, with a Gain Score of 1.5 which is in the high category.

ASATIZA Jurnal PendidikanVol. 5(3)
Universitas Muhammadiyah Tapanuli Selatan (ID), STKIP PGRI Bangkalan (ID)
Openalex Percentile: Top 24%
Mathematics Education and Pedagogy
0.97
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