Aryawan, Arif (2023) IMPLEMENTASI FINITE STATE MACHINE (FSM) PADA PERANCANGAN GIM RPG BERBASIS ANDROID SEBAGAI MEDIA EDUKASI PEMBELAJARAN MATEMATIKA (Studi Kasus SD Negeri Kalisari). Other thesis, Universitas Muhammadiyah Magelang.
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Abstract
SD Negeri Kalisari which is located on Jl. Sudiro Dampir RT.06 RW.02, Mertoyudan
District, Magelang Regency is one of the basic educational institutions or institutions that
has the means to carry out teaching and learning activities at the elementary school level.
Based on the results of observations, if the learning process at SD Negeri Kalisari still
uses conventional methods, especially when learning mathematics on material about the
area and circumference of flat shapes, it has been found that if the students' daily scores
on this material are still relatively low, this occurs due to a lack of student learning
motivation, along with the lack of teacher innovation when explaining the learning
material in class, so a new innovation is needed in the form of educational games so that
students are more interested and excited to learn mathematics. The purpose of this
research is to build an android-based educational game media with the type of RPG
game using the Finite State Machine (FSM) method as a design so that grade 4 students
at SD Negeri Kalisari can relearn mathematics learning related to material about the
area and perimeter of flat shapes that uses the 2013 curriculum and has been adapted to
the flow of the learning concept map in the SD/MI Class IV Teacher's Book source
contained in the book "Happy Learning Mathematics" and has been inaugurated by the
Ministry of Education and Culture of the Republic of Indonesia in 2018, so this
educational game can be played using smartphone (gadget) of each student's parents
while studying at home. The results of the paired sample t-test by comparing the initial
test (pretest) before using educational game media with the comparison of the second test
(posttest) after using educational game media in grade 4 mathematics learning related to
the material area and circumference of flat shapes, there are a total of 18 students class 4
at SD Negeri Kalisari who became the sample in this study. In the descriptive statistics
between the results of the pretest and posttest, it is known that the average (mean) of the
pretest is 40.5556 while the average (mean) of the posttest is 63.3333. After it is known
that the significance value (2-tailed) is 0.000 <0.05 indicating a significant difference
between the results of the scores from the pretest and posttest, then Ho is rejected and H1
is accepted. So that it can be concluded that the use of educational game media based on
Android using the Finite State Machine (FSM) method as a design has a significant
influence on learning mathematics for grade 4 at SDN Kalisari.
Item Type: | Karya Ilmiah (Other) |
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Pembimbing: | Maimunah, S. Si., M. Kom dan Emilya Ully Artha, M.Kom |
Uncontrolled Keywords: | Finite State Machine, Role-Playing Game, Android-Based Games, Educational Media, Learning Mathematics |
Subjects: | T Technology > T Technology (General) T Technology > T2 Information Technology |
Depositing User: | Sulistya Nur Ginanjar, SIP. |
Date Deposited: | 15 Aug 2023 04:29 |
Last Modified: | 15 Aug 2023 04:29 |
URI: | http://repositori.unimma.ac.id/id/eprint/3921 |
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