STUDI PENDAHULUAN PENGEMBANGAN MEDIA PEMBELAJARAN ROLE PLAYING GAME (RPG) BERBASIS ANDROID PADA SISWA KELAS VII

Math is often thought to be a difficult subject, especially in solving problems. In addition, laziness while learning can cause various problems such as lack of understanding of concepts, problem solving skills. Therefore, the purpose of this research is to identify students' needs related to Android-based RPG learning media that can support students in learning math using a more creative and innovative way. This research uses a qualitative approach with a survey method through a data collection instrument in the form of a questionnaire. The research sample consisted of 30 students of SMP Negeri 217 Jakarta. Data collected from questionnaires were analyzed descriptively. The results stated that 70% of students felt the need to develop Android-based RPG learning media. The results of this observation provide an overview that can be used for the development of Android-based learning media using RPG.

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Publication Details

Journal
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika)
Published
2025-03-01
DOI
https://doi.org/10.29100/jp2m.v11i1.6638
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

STUDI PENDAHULUAN PENGEMBANGAN MEDIA PEMBELAJARAN ROLE PLAYING GAME (RPG) BERBASIS ANDROID PADA SISWA KELAS VII

Tian Abdul Aziz, Rosa Yuliana, Ellis Salsabila
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika)
Educational Methods and Media Use
article

STUDI PENDAHULUAN PENGEMBANGAN MEDIA PEMBELAJARAN ROLE PLAYING GAME (RPG) BERBASIS ANDROID PADA SISWA KELAS VII

Tian Abdul Aziz, Rosa Yuliana, Ellis Salsabila
article en

Abstract

Math is often thought to be a difficult subject, especially in solving problems. In addition, laziness while learning can cause various problems such as lack of understanding of concepts, problem solving skills. Therefore, the purpose of this research is to identify students' needs related to Android-based RPG learning media that can support students in learning math using a more creative and innovative way. This research uses a qualitative approach with a survey method through a data collection instrument in the form of a questionnaire. The research sample consisted of 30 students of SMP Negeri 217 Jakarta. Data collected from questionnaires were analyzed descriptively. The results stated that 70% of students felt the need to develop Android-based RPG learning media. The results of this observation provide an overview that can be used for the development of Android-based learning media using RPG.

JP2M (Jurnal Pendidikan dan Pembelajaran Matematika)Vol. 11(1)
State University of Jakarta (ID)
Openalex Percentile: Top 95%
Educational Methods and Media Use
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