Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja
DOI:
https://doi.org/10.29408/edumatic.v4i2.2683Keywords:
Analysis Training Game, Inductive Thinking, IRT, ISTAbstract
Inductive-reasoning is a step to draw general conclusions from individual matters. IR can be measured using the Intelligent Structure (IST) sub-ZR using a number pattern and using an Inductive Reasoning Test (IRT), which is an image pattern. One of the learning methods that are interesting and fun and student-cantered learning is Educational Game media. This study aims to see the effectiveness of games in learning to improve the students' inductive thinking skills at SMP YKPP Sungai Pakning. This study used a pre-experimental method with one group pretest-posttest conducted on 30 students of class IX B as the experimental subject. The data collection technique was implemented using a test instrument in 20 essay questions for IST and 30 objective questions for IRT. The material used in this game has also passed the validation stage carried out by a psychologist in Pekanbaru. Data were analyzed using the T-Test and score gain. Based on the study results, this game is believed to be 95% effective in improving adolescent inductive thinking skills, with an average increase of 26.6 points in the IST form and 17.8 points in the IRT form. Learning media with games are effectively applied to inductive-learning and can be used as an alternative to learning inductive-thinking at SMP YKPP Sungai Pakning.
References
Amthauer, R. (1953). Intelligenz-Struktur-Test: I-S-T (2nd ed.). Hogrefe.
Gee, J. P. (2004). What Video Games Have to Teach Us about Learning and Literacy. Education + Training, 46(4), 175–178. https://doi.org/10.1108/et.2004.00446dae.002
Hermawan, D. P., Herumurti, D., & Kuswardayan, I. (2017). Efektivitas Penggunaan Game Edukasi Berjenis Puzzle, RPG dan Puzzle RPG Sebagai Sarana Belajar Matematika. JUTI: Jurnal Ilmiah Teknologi Informasi, 15(2), 195-205. https://doi.org/10.12962/j24068535.v15i2.a663
Huizenga, J., Admiraal, W., Akkerman, S., & Ten Dam, G. (2009). Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game: Original article. Journal of Computer Assisted Learning, 25(4), 332–344. https://doi.org/10.1111/j.1365-2729.2009.00316.x
Ismatullah, K. (2017). Penerapan Metode Pembelajaran Resitasi dalam Pembelajaran Matematika Dasar. Edumatic: Jurnal Pendidikan Informatika, 1(1), 24–28. https://doi.org/10.29408/edumatic.v1i1.734
Kasmawati, S. (2019). Metode Pembelajaran. Hasil Wawancara Guru Matematika: 20 Maret 2019, SMP YKPP Sungai Pakning.
Klauer, K. J., & Phye, G. D. (2008). Inductive reasoning: A training approach. Review of Educational Research, 78(1), 85–123. https://doi.org/10.3102/0034654307313402
Novayani, W. (2019). Game Genre untuk Permainan Pembelajaran Sejarah Berdasarkan Kebutuhan Pedagogi dan Learning Content. Jurnal Komputer Terapan, 5(2), 54–63.
Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816
Randel, J. M., Morris, B. A., Wetzel, C. D., & Whitehill, B. V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation & Gaming. Simulation & Gaming, 23(3), 261-276.
Raymond, R., Suhatman, R., & Dewi, M. (2018). Pembangunan Game Memory Training terhadap Peningkatan Short Term Memory (STM) pada Anak SMP Menggunakan Speech Recognition (Studi Kasus: SMP Dharma Loka Pekanbaru). Jurnal Nasional Teknologi Dan Sistem Informasi, 4(2), 61–72. https://doi.org/10.25077/teknosi.v4i2.2018.61-72
Setiyawan, H. (2018). Metode Permainan Bingo Matematik pada Materi Operasi Hitung Pecahan Terhadap Hasil Belajar Siswa Kelas IV. Matematika dan Pembelajaran, 6(2), 101-110.. https://doi.org/10.33477/mp.v6i2.662
Shaffer, D. W., & Gee, J. P. (2007). How Computer Games Help Children Learn. USA: Palgrave Macmillan. https://doi.org/10.1057/9780230601994
Somatanaya, A. G. (2017). Analisis Kemampuan Berfikir Nalar Matematis Serta Kontribusinya Terhadap Prestasi Belajar Mahasiswa (Studi Terhadap Mahasiswa FKIP Pendidikan Matematika Universitas Siliwangi). Teorema: Teori dan Riset Matematika, 1(2), 55-62. https://doi.org/10.25157/teorema.v1i2.547
Yulial, E. (2019). Penalaran Induktif. Wawancara Langsung dengan Erni Yulial Psikolog Klinis: 20 Juni, Pekanbaru.
Downloads
Published
Issue
Section
License
Semua tulisan pada jurnal ini adalah tanggung jawab penuh penulis. Edumatic: Jurnal Pendidikan Informatika bisa diakses secara free (gratis) tanpa ada pungutan biaya, sesuai dengan lisensi creative commons yang digunakan.
This work is licensed under a Lisensi a Creative Commons Attribution-ShareAlike 4.0 International License.