"PASS YOUR LIMIT": Development of Game Based Learning as An Effort to Enhance Vocational School Students Motivation in Learning of Limit
Penulis: Kristina Widjajanti; Moechammad Sarosa; Vuvut Selviana; Yanty Maryanty
Nama Jurnal: AIP Conference Proceedings
Tahun: 2024
Volume: Tidak ada
Issue: Tidak ada
Halaman: Tidak ada
Deskripsi: The lack of students learning motivation continues to be a common problem faced in mathematics education, especially in vocational schools, caused of mathematics is not a core subject. One of the strategies that can be employed is using game as a learning media. Therefore, the aim of this research is to describe the process and results of developing the game "Pass Your Limit" on limit material. The game developed in this research is called "Pass Your Limit”, that is packaged in a mini Role-Playing Game (RPG) game mode. The development process follows the Borg & Gall development model with modifications. The developed product is assessed for its validity, practicality, and effectiveness. The validation test results indicate that the developed game is valid. Revisions based on the suggestions given by the validator are made and subsequently tested on 60 students in the eleventh grade at SMK Telkom Malang. From the trial results, the product’s practicality percentage is 74.94% and its effectiveness is 80.93%. Thus, it can be concluded that “Pass Your Limit” meets the criteria of practicality and effectiveness to be used as a learning media for the topic of limits, which can enhance students’ learning motivation. It can support the creation of a pleasant learning environment so that students are more motivated in learning limit material as an effort to create a more enjoyable learning environment will have an impact on improving learning outcomes.
Pendahuluan: Vocational education is known as one of the pillars of a country's economic development success[1]. Therefore, vocational schools occupy a special place in the labor market structure. Vocational education is designed to equip students with the knowledge and skills needed to become professionals[2].The government states that vocational education is the backbone of Indonesia's future. Consequently, the government continues to promote regulatory strengthening to support vocational education enhancement policies and mainstream vocational education. This year, the government targets the development of industry 4.0-based vocational schools in order to enhance the competence of students in digitally-based vocational schools. This program is implemented in an effort to transform and accelerate the quality of vocational schools in Indonesia. Through this quality improvement, vocational schools are expected to produce outstanding human resources. According to Minister of Education and Culture Regulation No. 34 of 2018, vocational schools are part of the national education system with the aim of producing skilled workers who have the abilities in line with the demands of the business and industry worlds and are capable of developing their potential to adopt and adapt to the advancements in science, technology, and the arts. To achieve the aforementioned vocational education goals, it is necessary to have competency standards for vocational school graduates, which are described in the graduate profiles, one of which is mastery of technological knowledge. Digitalization is the main focus of education policies, especially in vocational education, which is a sector that constantly focuses on supporting interconnected and inseparable economic and educational components[3]. The importance of technology proficiency in the learning process at schools is closely tied to the role of teachers. Teachers are considered gatekeepers of digital transformation in schools[4]. Digital competence is relevant and influential for technology integration in education[5]. Teachers' ability to utilize technology is crucial in the learning process, including mathematics education. Mathematics is a fundamental subject that is compulsory worldwide because it is essential and serves as the foundation for studying various disciplines[6]. Although mathematics is important, motivation to learn mathematics is still low[7], [8], whereas motivation is a crucial factor that students must possess to achieve the goals of their learning activities. Motivation to learn is a topic of concern for teachers, and various methods are employed to improve it, including utilizing digital devices through games[9]–[11], which can increase students' motivation and commitment[12]. One of the topics in mathematics is calculus. The success of students in engineering, science, and technology fields depends greatly on their conceptual understanding of calculus[13]. Considering the importance of calculus, it is generally a prerequisite for many areas in science, technology, and engineering. Therefore, conceptual knowledge of calculus is highly essential. To study calculus, one of the concepts that needs to be mastered is limits. A good understanding of limits is necessary to comprehend key concepts in calculus, such as convergence, continuity, derivatives, and integrals[14]. Despite the importance of understanding the concept of limits for learning calculus, several research studies indicate that students face difficulties grasping the concept of limits[15]–[17]. To address this problem, one strategy that can be employed is utilizing games as a means of learning mathematics[18]. Incorporating games into mathematics education helps students engage in problem-solving processes to achieve specific goals or targets. The challenge of achieving those goals or targets makes games enjoyable for students during the learning process. Games in mathematics education are activities that involve challenges, are governed by a set of rules, and have specific mathematical cognitive goals[19]. Several studies[20]–[23] on the development of mathematical learning games have been conducted. However, there has been no development of a learning game specifically for the topic of limits for vocational school students, with the aim of helping students test their understanding and practice limit-related problems. This article aims to describe the development of a learning medium using a game on the topic of limits, utilizing Unity software. The game developed in this research is called "Pass Your Limit." A significant finding of this research is that the developed game can make students happier and more enthusiastic about solving limit problems. Students are more willing to make an effort to answer the questions because they are presented in a game format familiar to them, resembling the games they typically play. With this game, it is hoped to create a fun learning environment that motivates students to learn about limits. A positive learning environment is expected to have an impact on the achievement of learning outcomes.
Kata Kunci: Development of game; students motivation; learning of limit; vocational school
Total Kunjungan: 230 kali
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