Implementasi Game Math Puzzle sebagai Media Pembelajaran Numerasi Siswa SDN 02 Badrain

  • Rina Nurhadiani Universitas Mataram
  • Siti Alifa Universitas Mataram
  • Rihadatul Aisy Universitas Mataram
  • Satira Satira Universitas Mataram
  • Saskia Katrunada Universitas Mataram
  • Siti Humaela Rizka Universitas Mataram
  • Alfiana Chandra Dewi Universitas Mataram
  • Silvia Dwi Astuti Universitas Mataram
Keywords: implementation, numeracy, game math puzzle

Abstract

School with relatively low literacy and numeracy skills are an indicator of where campus teaching programs are held. Therefore, students from the Faculty of Teacher Training and Education at the University of Mataram who were registered as campus teaching participants for grade 6th placement at SDN 02 Badrain created the "Math Puzzle Game" program. The aim of this program is to improve students' numeracy skills through the application of math puzzle games which are expected to be a fun learning medium as well as improving problem solving skills, sharpening logical skills, strengthening number understanding abilities, and encouraging teamwork. The target of this program is students in grades 4, 5, and 6. The method for implementing the "math puzzle game" program uses several stages, namely preparation, implementation, and evaluation or improvement. The results of applying the math puzzle game are that students have the ability to think quickly and critically when solving puzzles, students understand basic mathematical concepts, and students succeed in applying their understanding of the relationship between numbers and solving mathematical problems correctly. It is hoped that this service can be continued and carried out more optimally in the future learning process. Seeing the aim of service through this program is very important as an effort to improve students' numeracy skills.

References

Direktorat Jenderal Pendidikan Tinggi. (2021). Panduan Program Kampus Mengajar 2021: Angkatan 1. Jakarta: Direktorat Jenderal Pendidikan Tinggi

Hidayah, R. N., Sulasmono, B. S., & Widyanti, E. (2019). Penerapan Model Pembelajaran Think Pair Share dengan Permainan Puzzle untuk Meningkatkan Kemampuan Berpikir Kritis Matematika Kelas IV SD. JTAM (Jurnal Teori dan Aplikasi Matematika), 3(1), 34-39.

Hidayatullah, P., Daswanto, A., & Nugroho, S. P. (2011). Membuat Mobile Game Edukatif dengan Flash. Bandung: Informatika Bandung.

Innayah, I., & Afri, E. (2018). Implementasi Menggunakan Metode Steepest Ascent Hill Climbing pada Game Math Puzzle berbasis Android. REMIK: Riset dan E-Jurnal Manajemen Informatika Komputer, 3(1), 46-53.

Kementerian Pendidikan dan Kebudayaan. (2021). Buku Saku Utama. Jakarta: Kemendikbud.

Puspa, C. I. S., Rahayu, D. N. O., & Parhan, M. (2023). Transformasi Pendidikan Abad 21 dalam Merealisasikan Sumber Daya Manusia Unggul Menuju Indonesia Emas 2045. Jurnal Basicedu, 7(5), 3309-3321

Rahman, Y. A. (2021). Manajemen komunikasi kepemimpinan perguruan tinggi pesantren era belajar merdeka. Jurnal Dosen Merdeka, 179.

Ramadhan, W. S., Rubiati, D., adiluhur, T. T., Syahron, M. A., Fawwaz, B. A., Megawanti, P., & Suhendri, H. (2023). Pengembangan Media Pembelajaran Berbasis Permainan terhadap Kemampuan Numerasi di SDS Dharma Bhakti. Prosiding Diskusi Panel Nasional Pendidikan Matematika. 45-54.

Syamsuri,. Dkk. (2022). Implementasi Pengabdian Masyarakat Melalui Klinik Publikasi Ilmiah Pada Jurnal Nasional Bagi Guru di SMA Negeri 2 Kuala Mandor B Kabupaten Kuuburaya. Jurnal Pengabdian UNDIKMA: Jurnal Hasil Pengabdian & Pemberdayaan kepada Masyarakat. 3(3), 2722-5097.

Wahyuni,F.P.N.,& Tranggono, D.(2023). Upaya dalam Meningkatkan Literasi, Numerasi, dan Adaptasi Teknologi Siswa melalui Program Kampus Mengajar 4 di SMP Widya Gama Mojosari. Jurnal Pengabdian Nasional (JPN) Indonesia. 4(1), 125-133.

Published
2023-12-26
Section
Articles