POTENTIAL USE OF TECHNOLOGY TO DEVELOP ELEMENTARY STUDENTS’ MATH SKILLS THROUGH TOON MATH

Authors

  • Arsika Putri Indonesia University of Education, Indonesia Author
  • Muhammad Hanif Indonesia University of Education, Indonesia Author
  • Tia Putri Ramadhani Indonesia University of Education, Indonesia Author
  • Faradilla Nurhaliza Indonesia University of Education, Indonesia Author
  • Adinda Febriyanti Indonesia University of Education, Indonesia Author
  • Indah Mutiara Indonesia University of Education, Indonesia Author
  • Silvi Kirani Agustin Indonesia University of Education, Indonesia Author

DOI:

https://doi.org/10.33578/jpfkip.v12i2.9113

Keywords:

math skills, counting, toon math

Abstract

Everyone needs to learn mathematics, which is a basic science. It is undeniable that the life of the world cannot be separated from mathematics. But, most elementary school students, unfortunately, are still difficult to count and lack interest in mathematics. Through this paper, the researcher aims to find out the elementary students’ arithmetical speed in grade 2 and to apply a quantitative approach by applying the pre-experimental design method, one group pretest- posttest type. The research results indicate that there was a significant increase. In the pretest, there were students who answered quickly and correctly on the summation questions, there were 32% students. Based on the subtraction questions, there were 22% of students. Based on the story summation questions, there were 43% of students. Based on the division questions, there were 13% of students. And based on multiplication, there were 51% of students. And these results increased in the post-test conducted by researchers, which students who answered quickly and correctly on summation questions at 84% of students, subtraction questions at 73% of students, story summation questions at 62% of students, division questions were 43% of students, and on multiplication questions 54% of students. The implication of this Toon Math application is that Toon Math can be used as a variation of mathematics learning so that students have an interest to learn mathematics. Based on the description of the data, it states that the Toon Math game influences the students’ increasing arithmetical speed.

References

Aini, B. O., Ayu, K. C., & Siswati, S. (2019). Pengembangan Game Puzzle Sebagai Edugame Berbasis Android Untuk Meningkatkan Kemampuan Berpikir Matematika Siswa SD. JTAM | Jurnal Teori Dan Aplikasi Matematika, 3(1), 74.

https://doi.org/10.31764/jtam.v3i1.768

Apriyono, F. (2018). Profil Kemampuan Koneksi Matematika Siswa SMP dalam Memecahkan Masalah Matematika Ditinjau dari Gender. Mosharafa: Jurnal Pendidikan Matematika, 5(2), 159–168. https://doi.org/10.31980/mosharafa.v5i2.271

Arrahim dan Widayanti. (2018). Perbandingan Pemahaman Konsep Siswa Kelas IV Dengan Menggunakan Model Problem

Based Learning (PBL) dan Model Realistik Mathematic Education (RME) Pada Mata Pelajaran Matematika di SDIT Darul Hasani

Kabupaten Bekasi. Jurnal Pedagogik, VI(2), 134–143.

Hakim, D. L., & Sari, R. M. M. (2019). Aplikasi Game Matematika Dalam Meningkatkan Kemampuan Menghitung Matematis. Jurnal Penelitian Dan Pembelajaran Matematika, 12(1), 129–141. https://doi.org/10.30870/jppm.v12i1.4860

Intisari. (2017). Persepsi Siswa Terhadap Mata Pelajaran Matematika. Jurnal Pendidikan Pascasarjana Magister PAI, 1(1), 62–71.

Kartikasari, A., & Rahmawati, I. (2018). Pengembangan Media Game Moou Train Berbasis Android Pada Mata Pelajaran Matematika Materi Perkalian Untuk Siswa Kelas III SD. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 6(2), 36–46.

Kuswanto, J. (2017). Pengembangan Game Berhitung Dengan Menggunakan Visual Basic 6.0 pada Mata Pelajaran Matematika Kelas II di SDN 03 Okut. Jurnal Educative, 2(1), 61.

Melodyana, P. A. (2019). Peningkatan kemampuan berhitung anak usia 4-5 Tahun dengan permainan ular tangga di PAUD Dahlia Tahun Ajaran 2018/2019 (Vol. 3, Issue 2). https://repository.uinjkt.ac.id/dspace/handle/123456789/46349

Rahwati. (2018). Penerapan Game Edukasi untuk Meningkatkan Pemahaman Konsep Matematika Siswa SDN 1 Padamukti Garut. Jurapriyononal Lentera Pedagogi, 1(2), 95–96.

Sanusi, A. M., Septian, A., & Inayah, S. (2020). Kemampuan Berpikir Kreatif Matematis dengan Menggunakan Education Game Berbantuan Android pada Barisan dan Deret. Mosharafa: Jurnal Pendidikan Matematika, 9(3), 511–520.

https://doi.org/10.31980/mosharafa.v9i3.866

Supriadi, S., & Arisetyawan, A. (2020).

Didactical design of Sundanese ethnomathematics learning with Endog-endogan and Engklek games in primary school. Journal of Physics: Conference Series, 1567(2), 8–14. https://doi.org/10.1088/1742-6596/1567/2/022087

Yudha, C. B. (2018). Penerapan Game Edukasi Berbasis Android dan Gambar Bagi Siswa Sekolah Dasar. STKIP Kusuma Negara, 5(2), 207–220.

Downloads

Published

2023-04-25

Issue

Section

Original research

How to Cite

POTENTIAL USE OF TECHNOLOGY TO DEVELOP ELEMENTARY STUDENTS’ MATH SKILLS THROUGH TOON MATH. (2023). Primary: Jurnal Pendidikan Guru Sekolah Dasar, 12(2), 306-314. https://doi.org/10.33578/jpfkip.v12i2.9113