Studi Tentang Peranan Online Game pada Peningkatan Kemampuan Pemecahan Masalah Matematika

  • Ilham Falani Universitas Indraprasta PGRI
  • Rina Nurhidayati Universitas Indraprasta PGRI
Keywords: Online Game , Abillity, Problem Solving Math,

Abstract

The purpose of this study was to study how the role of online games in improving math problem-solving abilities (KPM). This research is qualitative research. The analysis was carried out using a case study quantitative approach. The participant involved in this study was an online gamer who was also a doctoral student majoring in Mathematics at the Bandung Institute of Technology (ITB). Participants are also medalists in the astronomy olympiad and are the best graduates of master's degree in mathematics from the University of Indonesia in 2016. Data collection was conducted using email interviews and literacy studies. The data analysis used is based on studies that have been conducted online games play an important role in increasing KPM. Based on the results of the study, through online games, participants have the opportunity to hone their KPM, this is because the stages of problem-solving can be applied in solving unusual online game problems, besides online games, applying mathematical principles in their application.

References

Adi Putra, Yanfa.(2013). Teori Kombinatorial pada Game Defence of The Ancients. Bandung. ITB
Badan Standar Nasional Pendidikan. (2006). Standar Kompetensi dan Kompetensi
Dasar untuk Matematika SMP-MTs. Jakarta: BSNP.
Beavis, C., Muspratt, S. & Thompson, R. (2014). ‘Computer games can get your brain
working’: Student experience and perceptions of digital games in the classroom.
Learning, Media and Technology, 40(1), 21-42
Csikszentmihalyi, M (1990). Flow: The Psychology of Optimal Experience. New York: Harper & Row
Deater-Deckard, K., Chang, M. & Evans, M. E. (2013). Engagement states and learning
from educational games. New Directions for Child and Adolescent Development, 2013(139), 21-30.
Erman Suherman dkk. (2001). Common textbook : Strategi Pembelajaran Matematika Kontemporer. Bandung: JICA-UPI.
Giovani, Allesandra, dan Gabriella (2015) Mathematical Problem Solving Abilities and Chess: an Experimental Study on Young Pupils. SAGE Journal, 1-9
Guba, E. G., & Lincoln, Y. S. (1989). Fourth generation evaluation. Newbury: Sage.
John Kirriemuir dan Angela Mcfarlane.(2004). Literatur Review in Games and Learning.A NESTA Futurelab Research report - report 8. hal-00190453.

Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, (8), 1-8
Rozendaal, M. C., Braat, B. A. L. & Wensveen, S. A. G. (2010). Exploring sociality and
engagement in play through game-control distribution. AI & Society, 193-201.
Sanditaria, W., Rahayu, Y., & Mardhiyah, A. (2011). Adiksi Pada Anak Usia Sekolah di
Warung Internet Penyedia Online Game Jatinangor Sumedang. Skripsi tidak diterbitkan. Bandung:
Fakultas Ilmu Keperawatan Universitas Padjadjaran.Bermain Online Game
Selwyn, N., Potter, J. & Cranmer, S. (2008). Primary pupils' use of information and
communication technologies at school and home. British Journal of Educational Technology, 40(5), 919-932
Vygotsky, L. S. (1978). Mind in Society. Cambridge, MA: Harvard University Press.
Wastiau, P., Kearney, C. & van den Berghe, W. (2009). How are digital games used in schools? Synthesis report. European Schoolnet. Brussels, Belgium
Published
2021-04-01
How to Cite
Falani, I., & Nurhidayati, R. (2021). Studi Tentang Peranan Online Game pada Peningkatan Kemampuan Pemecahan Masalah Matematika. MENDIDIK: Jurnal Kajian Pendidikan Dan Pengajaran, 7(1), 7-13. https://doi.org/10.30653/003.202171.140
Section
Articles