INNOVATION OF STATISTICS LEARNING FOR GRADE XII THROUGH INTERACTIVE MATHEMATICS GAMES BASED ON SCRATCH AT MA DARUSSA'ADAH

Siti Nurhasanah, Ira Asyura, Asep Saefullah Kamali, Linda Linda, Usep Saepul Mustakim

Abstract


Improving the quality of mathematics learning requires an innovative and fun approach. Digital educational games offer the potential to enhance students' motivation and learning outcomes. This study aims to develop an interactive digital mathematics game through a website platform to improve students' learning outcomes. The development of this game uses a 4D model consisting of four stages, namely Define, Design, Develop, and Disseminate. The development process starts from the Define stage to determine learning needs and objectives, the Design stage to design the game, the Develop stage to build and test the game, and the Disseminate stage to disseminate and implement the game in the educational environment. The trial used two methods, namely small group trials (9 students) and large groups (20 students). The material used was statistics, with the Data Detective game. Evaluation of learning outcomes in the form of an essay test, with pretest and posttest questions totaling 5 questions with achievement indicators including knowledge, understanding, application, analysis, and evaluation. The validation results by three experts on this interactive digital math game obtained very satisfactory results with an average overall validation index of 85.55%, which is categorized as very valid and feasible to be used in learning. In addition, the response of students to the use of interactive math games was also very positive. From the results of the questionnaire given to a large group of class XII MA Darussa'adah, an average value of 85.00% was obtained, which shows that this game is very effective in increasing student engagement and learning outcomes. Before the treatment, only 25% of students passed the Minimum Completion Criteria. After the use of interactive digital math games, the pass rate increased to 85%, indicating an increase in effectiveness of 60%. These results indicate that interactive game media is effective in improving students' mathematics learning outcomes.


Keywords


interactive math game; 4D Model; learning outcome improvement

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DOI: https://doi.org/10.15548/mej.v9i1.9878

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