Development of Teaching-Based Modules Brain Based Learning by Using Games in Mathematics Learning at Yapis Ranting 2 Middle School Timika

The aim of this research is to determine the feasibility of developing a brain-based learning mathematics module using a crossword puzzle game as seen from the level of validity, practicality and effectiveness. The method used is research and development with the ADDIE research design. This research was conducted at Yapis Ranting 2 Middle School with test subjects of 27 class VIII students. The validity results show that media validation reached a percentage of 83.33% and material validation was 89.98% in the "very valid" category. The module developed is also practical to use with a percentage of teacher response questionnaires of 70.90 with "practical" criteria and student response questionnaires of 81.61% with "very practical" criteria. Furthermore, the effectiveness seen from the results of the posttest with 21 students completing and 6 students not completing received a percentage of 80.76% for the "very effective" criteria. Based on these results, it was concluded that the module developed was suitable for use in learning.

Authors

Publication Details

Journal
Abdi Masyarakat
Published
2024-12-01
DOI
https://doi.org/10.58258/abdi.v6i2.7559
Primary Topic
Neuroscience, Education and Cognitive Function
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Development of Teaching-Based Modules Brain Based Learning by Using Games in Mathematics Learning at Yapis Ranting 2 Middle School Timika

Azhar Rasul, Herwin Herwin, Sub Hanudin
Abdi Masyarakat
Neuroscience, Education and Cognitive Function
article

Development of Teaching-Based Modules Brain Based Learning by Using Games in Mathematics Learning at Yapis Ranting 2 Middle School Timika

Azhar Rasul, Herwin Herwin, Sub Hanudin
article en

Abstract

The aim of this research is to determine the feasibility of developing a brain-based learning mathematics module using a crossword puzzle game as seen from the level of validity, practicality and effectiveness. The method used is research and development with the ADDIE research design. This research was conducted at Yapis Ranting 2 Middle School with test subjects of 27 class VIII students. The validity results show that media validation reached a percentage of 83.33% and material validation was 89.98% in the "very valid" category. The module developed is also practical to use with a percentage of teacher response questionnaires of 70.90 with "practical" criteria and student response questionnaires of 81.61% with "very practical" criteria. Furthermore, the effectiveness seen from the results of the posttest with 21 students completing and 6 students not completing received a percentage of 80.76% for the "very effective" criteria. Based on these results, it was concluded that the module developed was suitable for use in learning.

Abdi MasyarakatVol. 6(2)
Openalex Percentile: Top 73%
Neuroscience, Education and Cognitive Function
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Development of Teaching-Based Modules Brain Based Learning by Using Games in Mathematics Learning at Yapis Ranting 2 Middle School Timika — Azhar Rasul, Herwin Herwin, et al. · Abdi Masyarakat (2024) | TGRS Research Map | TGRS