Development of astromath game to enhance interest and understanding in addition and subtraction
DOI:
https://doi.org/10.32332/8zr58h31Keywords:
Astromath, Learning Media, Educational GameAbstract
Innovative and engaging learning media are needed to overcome elementary school students' low interest and difficulty in understanding basic math operations. Therefore, this study aims to develop and test the validity, practicality, and effectiveness of educational game-based math learning media in understanding basic math calculation operations called Astromath. This media is designed to assist elementary school students in understanding mathematical concepts more enjoyably and interactively. The research employed the Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. Two material experts validated with a result of 85.83% (very valid category) and two media experts with a result of 90% (very valid category). The practicality test was conducted on two teachers and four first-grade elementary school students. The results of the teachers' assessments showed an average score percentage of 84.37%, categorized as very practical. In comparison, the students' practicality test results obtained an average percentage of 91.1%, which also fell into the very practical category. Furthermore, the pre-test and post-test results demonstrated a significant increase in students' understanding after using Astromath. Therefore, Astromath is declared effective, practical, and suitable for use as an alternative interactive and enjoyable learning media in elementary schools.
References
Aisah, R. N., Armariena, D. N., & Marleni. (2024). Pengembangan Board Game untuk Meningkatkan Minat Belajar Siswa. Jurnal Pembahsi (Pembelajaran Bahasa Dan Sastra Indonesia), 14(2), 156–162. https://doi.org/https://doi.org/10.31851/pembahsi.v14i2.16032
Alam, R. (2021). Esensi Mutu Pendidikan Dalam Membangun Ekonomi Generasi Masa Depan. Reslaj: Religion Education Social Laa Roiba Journal, 3(1), 102–109. https://doi.org/10.47467/reslaj.v3i1.310
Annisa. (2024). Efektivitas Media Pembelajaran Board Game “Zathura Mathematics” terhadap Motivasi dan Hasil Belajar Matematika Siswa pada Materi Bilangan Berpangkat Kelas IX SMP Negeri 1 Sungai Tabuk (Universitas Islam Negeri Antasari). Universitas Islam Negeri Antasari, Banjarmasin. Retrieved from http://idr.uin-antasari.ac.id/id/eprint/26572
Dwitiyanti, N., Kumala, S. A., & Widiyatun, F. (2020). Using the ADDIE model in development of physics unit convertion application based on Android as learning media. Formatif: Jurnal Ilmiah Pendidikan MIPA, 10(2). https://doi.org/10.30998/formatif.v10i2.5933
Hafiedz, R., & Nurhamidah, D. (2023). Media Pembelajaran Interaktif Articulate Storyline terhadap Motivasi Belajar Pembelajaran Bahasa Indonesia. Pena Literasi, 6(1). https://doi.org/http://orcid.org/0000-0002-1599-4920
Insani, F., Tahir, M., & Erfan, M. (2023). Pengembangan Media Kartu Qimono (QR Domino) Pada Pembelajaran IPA Materi Pernapasan Untuk Siswa Kelas V SDN 22 Ampenan. Jurnal Ilmiah Profesi Pendidikan, 8(3). https://doi.org/10.29303/jipp.v8i3.1491
Lestariningsih, D., Wibawa, S., & Zulfiati, H. M. (2024). Boardgame Ular Tangga Berbasis Augmented Reality dengan Model Problem Based Learning untuk Meningkatkan Keterampilan Berpikir Kritis pada Materi Keragaman Budaya. Autentik: Jurnal Pengembangan Pendidikan Dasar, 8(2), 324–336. https://doi.org/https://doi.org/10.36379/autentik.v8i2.545
Lutfiana, O. D., Kurnia, I., & Wahyudi, W. (2024). Pengembangan Media Pembelajaran Ular Tangga Smart untuk Meningkatkan Hasil Belajar Matematika Sekolah Dasar Kelas I. Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar, 10(2), 703–710. https://doi.org/10.31932/jpdp.v10i2.3708
Meitriani, N. N. W., Dwija, I. W., & Suardika Putra, I. P. (2023). Penerapan Game Based Learning untuk Meningkatkan Pemahaman Konsep Operasi Hitung Bilangan Bulat Siswa Kelas V Sekolah Dasar Negeri 4 Karangasem Tahun Pelajaran 2021/2022. Lampuhyang, 14(1). https://doi.org/10.47730/jurnallampuhyang.v14i1.338
Nadirah, A., Pertiwi, A. N., Kasari, M., Sapitri, N. B., Susanti, E., Zulkardi, Z., & Meryansumayeka, M. (2024). Development of Mathematics Learning Media on Geometry Material to Increase Students’ Interest in Learning. Jurnal Pendidikan Matematika (JUPITEK), 7(2), 83–92. https://doi.org/10.30598/jupitekvol7iss2pp83-92
Octavyanti, N. P. L., & Wulandari, I. G. A. A. (2021). Pengembangan Video Pembelajaran Berbasis Pendekatan Kontekstual Pada Mata Pelajaran Matematika Kelas IV SD. Jurnal Edutech Undiksha, 9(1). https://doi.org/10.23887/jeu.v9i1.32223
Putri, J. H., Diva, D. F., Dalimunthe, N. F., Prasiska, M., & Irani, A. R. (2024). Miskonsepsi dalam Pembelajaran Matematika: Sebuah Tinjauan Literatur terhadap Penelitian-Penelitian Terbaru. JagoMIPA: Jurnal Pendidikan Matematika dan IPA, 4(3), 580–589. https://doi.org/https://doi.org/10.53299/jagomipa.v4i3.749
Putri, T. E., Nuraini, A. F., Herman, T., & Hasanah, A. (2024). Media Pembelajaran Berbasis Game untuk Meningkatkan Antusias Belajar Siswa Kelas IX di Salah Satu SMP Negeri Cimahi. PHI: Jurnal Pendidikan Matematika, 8(1), 49. https://doi.org/ttp://dx.doi.org/10.33087/phi.v8i1.329
Rahmawati, T., Salsabila Zalisca, Z., Mahera, P., Fauzan Ramandhika, M., & Susanti, E. (2024). Phenomenon : Jurnal Pendidikan MIPA Development Of Ludo Math Props To Improve Student Learning Interest In Logarithm Material. 14(1), 103–122.
Rahmawati, T., Zalisca, Z. S., Mahera, P., Ramandhika, M. F., Susanti, E., Meryamsumayeka, M., & Zulkardi, Z. (2024). Phenomenon : Jurnal Pendidikan MIPA Development Of Ludo Math Props To Improve Student Learning Interest In Logarithm Material. Phenomenon : Jurnal Pendidikan MIPA, 14(1), 103–122. https://doi.org/https://doi.org/10.21580/phen.2024.14.1.22486
Rodiah, D., & U. S, S. (2023). Pengembangan Butir Soal Matematika Berdasarkan Standar Hots Pada Materi Sistem Persamaan Linear Dua Variabel. Jurnal Pendidikan Indonesia, 4(6). https://doi.org/10.59141/japendi.v4i6.1878
Rohaeni, S. (2020). Pengembangan Sistem Pembelajaran dalam Implementasi Kurikulum 2013 Menggunakan Model ADDIE pada Anak Usia Dini. Jurnal Instruksional, 1(2). https://doi.org/https://doi.org/10.24853/instruksional.1.2.122-130
Sando, M. A., Aditiya, E., Romdiana, R., & Hidayati, D. (2024). Analisis Pembelajaran Matematika Realistik terhadap Pemahaman Konsep Penjumlahan dan Pengurangan di Kelas II SD Negeri Tanggak. Jurnal Pendidikan Inklusif, 1–8. Retrieved from https://oaj.jurnalhst.com/index.php/jpi/article/view/5574
Siregar, R. M. R., & Dewi, I. (2022). PERAN MATEMATIKA DALAM KEHIDUPAN SOSIAL MASYARAKAT. Scaffolding: Jurnal Pendidikan Islam Dan Multikulturalisme, 4(3), 77–89. https://doi.org/https://doi.org/10.37680/scaffolding.v4i3.1888
Wabula, D. F., Widodo, D. W., & Kasih, P. (2022). Android Based 4th Grade Elementary School Math Adventure Game. Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi), 6(2). https://doi.org/https://doi.org/10.29407/inotek.v6i2.2557
Wahyuni, N., & Suyoto. (2024). Analisis Kesulitan Belajar siswa dalam memahami Materi Penjumlahan dan Pengurangan Bersusun (Studi pada Peserta didik Kelas II Sekolah Dasar). Ainara Journal, 5(2). https://doi.org/https://doi.org/10.54371/ainj.v5i2
Wibawa, A., Ashrianto, P. D., & Pambudi, S. T. (2021). Implementation of ADDIE Model in Improving the Ability of Lecturers to Write Scientific Articles in Accredited Journals. RSF Conference Series: Business, Management and Social Sciences, 1(4). https://doi.org/10.31098/bmss.v1i4.353
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Izza Della Nur Rizki, Budi Mulyono, Elsa Susanti, Zulkardi, Meryansumayeka, Putri Aisyah, Chyrza Adhea Salsabila, Rafika Sari

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.