GAME ONEZERO UNTUK ANAK USIA 7-10 TAHUN DALAM MENINGKATKAN KETERAMPILAN BERHITUNG BERBASIS MOBILE
DOI:
https://doi.org/10.33143/jics.v10i2.4276Abstract
Abstrak— Matematika adalah mata pelajaran wajib di semua jenjang sekolah formal termasuk SD dimulai dari kelas 1 hingga 3 dengan usia siswa 7-10 tahun, namun minat terhadap matematika tidak selalu tinggi pada usia tersebut. Untuk menarik minat anak-anak inilah dirancang sebuah game keterampilan berhitung yang interaktif dan visual berbasis mobile dengan metode pengembangan sistem GDLC (Game Development Life Cycle) pada platform Android, bernama Game OneZero. Penelitian yang menggunakan metode kualitatif dengan objek SD Negeri 020580 Binjai untuk melihat efektivitas dan daya tarik aplikasi game tersebut. Teknik pengumpulan data melibatkan observasi dan wawancara dengan guru dan siswa mengenai pengalaman mereka dalam pembelajaran matematika. Implementasi pengujian menunjukkan peningkatan signifikan pada keterampilan berhitung anak-anak, dengan persentase perbandingan pre-test dan post-test sebesar 48%. Pengujian usability dari kuesioner menunjukkan rata-rata kepuasan 80%. Dan juga pengujian black box menunjukkan game beroperasi sesuai dengan harapan dan spesifikasi yang ditetapkan.
Kata kunci: Matematika Dasar, Game edukasi, OneZero.
Abstract— Mathematics is a compulsory subject at all levels of formal school including elementary school starting from grade 1 to 3 with students aged 7-10 years, but interest in mathematics is not always high at that age. To attract children's interest, an interactive and visual mobile-based arithmetic skills game was designed with the GDLC (Game Development Life Cycle) system development method on the Android platform, called the OneZero Game. The study used a qualitative method with the object of SD Negeri 020580 Binjai to see the effectiveness and appeal of the game application. Data collection techniques involved observation and interviews with teachers and students regarding their experiences in learning mathematics. The implementation of the test showed a significant increase in children's arithmetic skills, with a pre-test and post-test comparison percentage of 48%. Usability testing of the questionnaire showed an average satisfaction of 80%. And also black box testing showed that the game operates according to expectations and specifications.
Keywords: Basic Mathematics, Educational game, OneZero.
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