Pengembangan Edu-game Geometri "Petualangan Barudak" berorientasi Etnomatematika Banten
DOI:
https://doi.org/10.31100/histogram.v8i2.3867Kata Kunci:
2D, 3D, Culture, Learning MediaAbstrak
Di era digital, permainan edukasi (Edu-game) telah menjadi salah satu tren dalam memanfaatkan teknologi untuk pembelajaran. Namun, mengintegrasikan budaya ke dalam permainan edukasi merupakan tantangan untuk memastikan bahwa budaya tersebut dilestarikan dan dapat mendukung pembelajaran agar lebih kontekstual dan bermakna. Hanya ada beberapa studi tentang pengembangan Edu-game berbasis etnomatematika. Oleh karena itu, penelitian ini berfokus pada pengembangan Edu-game yang berorientasi pada etnomatematika Banten dengan topik bentuk 3D dan 2D. Dengan menggunakan Penelitian dan Pengembangan, metode ADDIE diterapkan sebagai tahap dalam pengembangan Edu-game ini. Pada tahap pengembangan Edu-game, validasi dilakukan oleh tiga ahli konten dan tiga ahli media melalui pengisian kuesioner dan wawancara. Selanjutnya, percobaan penggunaan Edu-game dalam pembelajaran dilakukan di dua sekolah dasar. Sebanyak 75 siswa memberikan tanggapan terhadap penggunaan permainan tersebut dengan mengisi kuesioner. Sebagai hasilnya, pengembangan Edu-game ini mencapai persentase rata-rata di atas 75% untuk setiap aspek, yang berarti Edu-game ini "sangat baik." Dengan demikian, dapat disimpulkan bahwa Edu-game "Petualangan Barudak" cocok digunakan sebagai media untuk mengajarkan bentuk-bentuk geometri yang berorientasi pada etnomatematika Banten
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