The Effectiveness of Scratch Assisted Game-Based Discovery Learning to Improve Students’ Mathematical Problem-Solving Ability

The low mathematical problem-solving ability of students in algebraic form served as the background for this research. The objectives were to describe the effectiveness of a game-based discovery learning model using the Scratch application in enhancing students' mathematical problem-solving abilities and to analyze students' challenges in implementing learning through game-based discovery learning using the Scratch application in algebraic form. The research employed a mixed methods approach with an explanatory design and a single-group pretest-posttest design. The subjects consisted of 32 Grade VII-A students from SMP Negeri 1 Batujajar. Instruments used included test questions and student response questionnaires. Data analysis techniques included prerequisite analysis and hypothesis testing. The results showed that the game-based discovery learning model using the Scratch application was effective in improving students' mathematical problem-solving abilities, with a percentage of 62.69%. This was proved through the average n-gain obtained by students, which was 0.64, and the results of the one-sample t-test on N-Gain showed a significant value at (2-tailed) = 0.000. These test results indicate that students' mathematical problem-solving abilities were in the moderate category, indicating a difference in the mean N-Gain of students' mathematical problem-solving abilities using game-based discovery learning through the Scratch application. Several challenges were identified that students faced during learning using game-based discovery learning through the Scratch application, including understanding the material, using the Scratch application itself, and fostering student cooperation throughout the learning process.

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Publication Details

Journal
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING
Published
2025-03-19
DOI
https://doi.org/10.22460/jiml.v8i1.23529
Citations
1
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
3.73
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article

The Effectiveness of Scratch Assisted Game-Based Discovery Learning to Improve Students’ Mathematical Problem-Solving Ability

Euis Eti Rohaeti, Risma Amelia, Deanisa Noviana Lukmana
1 citations
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING
Mathematics Education and Pedagogy
3.73
article

The Effectiveness of Scratch Assisted Game-Based Discovery Learning to Improve Students’ Mathematical Problem-Solving Ability

Euis Eti Rohaeti, Risma Amelia, Deanisa Noviana Lukmana
article en
1 citations

Abstract

The low mathematical problem-solving ability of students in algebraic form served as the background for this research. The objectives were to describe the effectiveness of a game-based discovery learning model using the Scratch application in enhancing students' mathematical problem-solving abilities and to analyze students' challenges in implementing learning through game-based discovery learning using the Scratch application in algebraic form. The research employed a mixed methods approach with an explanatory design and a single-group pretest-posttest design. The subjects consisted of 32 Grade VII-A students from SMP Negeri 1 Batujajar. Instruments used included test questions and student response questionnaires. Data analysis techniques included prerequisite analysis and hypothesis testing. The results showed that the game-based discovery learning model using the Scratch application was effective in improving students' mathematical problem-solving abilities, with a percentage of 62.69%. This was proved through the average n-gain obtained by students, which was 0.64, and the results of the one-sample t-test on N-Gain showed a significant value at (2-tailed) = 0.000. These test results indicate that students' mathematical problem-solving abilities were in the moderate category, indicating a difference in the mean N-Gain of students' mathematical problem-solving abilities using game-based discovery learning through the Scratch application. Several challenges were identified that students faced during learning using game-based discovery learning through the Scratch application, including understanding the material, using the Scratch application itself, and fostering student cooperation throughout the learning process.

(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNINGVol. 8(1)
Siliwangi University (ID)
Openalex Percentile: Top 12%
Mathematics Education and Pedagogy
3.73
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