PENGEMBANGAN MEDIA PEMBELAJARAN RPG BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH

Development of android-based RPG learning media to improve students' mathematical problem solving skills. This research uses research and development methods. Sampling is done using purposive random sampling. research emphasis means students in class VII Mekarsari Junior High School. The results of the study (1) RPG learning media based on android is very valid, with a percentage of validity of 92% material and 82% media. (2) RPG learning media based on android is very practical, using a teacher response questionnaire of 85% and students 92%. (3) the calculation results increased and effective, using tcount> ttable = 8.859> 1.717. using this, Ho is rejected Ha is accepted. using this, android-based RPG learning media can increase learning that will occur and be effective.

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Publication Details

Journal
Jurnal Lebesgue Jurnal Ilmiah Pendidikan Matematika Matematika dan Statistika
Published
2024-12-12
DOI
https://doi.org/10.46306/lb.v5i3.834
Primary Topic
STEM Education
Type
article
Field-Weighted Citation Impact
0.00
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article

PENGEMBANGAN MEDIA PEMBELAJARAN RPG BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH

Tian Abdul Aziz, Rosa Yuliana, Ellis Salsabila
Jurnal Lebesgue Jurnal Ilmiah Pendidikan Matematika Matematika dan Statistika
STEM Education
article

PENGEMBANGAN MEDIA PEMBELAJARAN RPG BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH

Tian Abdul Aziz, Rosa Yuliana, Ellis Salsabila
article en

Abstract

Development of android-based RPG learning media to improve students' mathematical problem solving skills. This research uses research and development methods. Sampling is done using purposive random sampling. research emphasis means students in class VII Mekarsari Junior High School. The results of the study (1) RPG learning media based on android is very valid, with a percentage of validity of 92% material and 82% media. (2) RPG learning media based on android is very practical, using a teacher response questionnaire of 85% and students 92%. (3) the calculation results increased and effective, using tcount> ttable = 8.859> 1.717. using this, Ho is rejected Ha is accepted. using this, android-based RPG learning media can increase learning that will occur and be effective.

Jurnal Lebesgue Jurnal Ilmiah Pendidikan Matematika Matematika dan StatistikaVol. 5(3)
State University of Jakarta (ID)
Openalex Percentile: Top 65%
STEM Education
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