Thesis Published

DEVELOPMENT OF AN ANDROID-BASED MATHEMATICS FRACTION LEARNING MEDIA APPLICATION FOR 5TH GRADE ELEMENTARY STUDENTS USING GAMIFICATION METHOD

Kurniawan, Dwiki
Abstract
Mathematics learning, especially fractions, often presents a challenge for 5th-grade elementary students. To address this lack of interest, this research developed a gamified Android-based mathematics learning application. The main objective was to create an Android-based learning tool for fractions. The development method used was the Software Development Life Cycle (SDLC) Waterfall model, which includes stages of needs analysis, design, implementation, testing, and maintenance. The application was designed with gamification features, such as a leveling system and challenges, to create a more engaging and interactive learning experience. The application underwent five stages of testing: black-box testing, device compatibility testing, media expert validation, material expert validation, and user testing. The black-box test confirmed that all features functioned as planned. The device compatibility test showed that the application ran well on devices with a minimum of Android version 8. Additionally, evaluations by a media expert resulted in a score of 94.67%, and a material expert gave a perfect average score of 100% for each category. In the user testing phase, 20 fifth-grade students from MI Ma’arif Surodikraman, Ponorogo, participated directly. The results showed a very positive level of acceptance, with an average satisfaction percentage of 89.0% on a 1 to 5 rating scale. The conclusion from all tests confirms that the developed application functions properly, has high feasibility, and is effective as an innovative learning medium. Keywords: Android, mathematics, fractions, gamification, SDLC Waterfall.
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