Game-based edutainment media: How practical is it as a medium for learning mathematics?

Game-based edutainment media is a learning medium that is currently starting to be favored by students. The media certainly provides a new experience for students in learning mathematics. But unfortunately, game-based media has not been massively applied to learning mathematics in class. This resear...

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Hauptverfasser: Ardani, Riska Ayu, Suwarno, Muji, Rezky, Raizal, Utari, Tri
Format: Tagungsbericht
Sprache:eng
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Zusammenfassung:Game-based edutainment media is a learning medium that is currently starting to be favored by students. The media certainly provides a new experience for students in learning mathematics. But unfortunately, game-based media has not been massively applied to learning mathematics in class. This research is descriptive qualitative research that begins with the development of game-based learning media. This study aims to find out how practical the use of game-based edutainment media is in the classroom. The results of the development of game-based educational media were disseminated to users, including 103 junior high school students, 173 first-grade students in mathematics education, and 8 teachers. After the game media is applied, the users are asked to rate the practicality of the media. Media practicality assessment is based on two main aspects; usability and ease of use, which was developed based on indicators from the Technology Acceptance Model [TAM]. The application of game-based edutainment media at various levels shows that this media is classified as very practical, although there are weaknesses in how to present broad and in-depth material and technological constraints in its mastery. The final results show that game-based edutainment media can improve cognitive and affective performance, facilitate independent or group learning, and provide many opportunities for use anywhere and anytime.
ISSN:0094-243X
1551-7616
DOI:10.1063/5.0194544