The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects

This study was motivated by the low numeracy skills of students in economic subjects at SMA 2 Kuningan which was known through pre-research conducted. The purpose of this study was to determine the effect of using educational game-based technology learning media on students' numeracy skills in...

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Main Authors: Pupu Saeful Rahmat, Entin Jumantini, Yeyen Suryani, Novi Satriapraja, Enda Suhenda
Format: Article
Language:English
Published: Indonesian Institute for Counseling, Education and Therapy (IICET) 2024-12-01
Series:JPPI (Jurnal Penelitian Pendidikan Indonesia)
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Online Access:https://jurnal.iicet.org/index.php/jppi/article/view/3825
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author Pupu Saeful Rahmat
Entin Jumantini
Yeyen Suryani
Novi Satriapraja
Enda Suhenda
author_facet Pupu Saeful Rahmat
Entin Jumantini
Yeyen Suryani
Novi Satriapraja
Enda Suhenda
author_sort Pupu Saeful Rahmat
collection DOAJ
description This study was motivated by the low numeracy skills of students in economic subjects at SMA 2 Kuningan which was known through pre-research conducted. The purpose of this study was to determine the effect of using educational game-based technology learning media on students' numeracy skills in economic subjects in class XII SMAN 2 Kuningan Regency. The method used in this research is experimental method. The number of respondents in each class was 32 students each. Data processing methodology begins with instrument testing (including validity and reliability tests) followed by prerequisite assessment in the form of normality and homogeneity tests. Hypothesis testing using t-test and n-gain. Based on the results of hypothesis testing, there are significant differences in learning outcomes between students who utilize technology-based educational games and students who do not utilize technology-based educational games. These results indicate a difference in learning outcomes and numeracy skills between students who use technology-based educational games and those who do not. The results showed that the average normalized gain score of the experimental class of 76.76% was included in the effective category based on the interpretation of the effectiveness gain index. Therefore, it can be concluded that the integration of technology-based educational games is efficacious in improving students' numeracy skills in class XII economics subjects at SMAN 2 Kuningan
format Article
id doaj-art-8ec13e2e2cff4440af0ad7c1768e98cb
institution Kabale University
issn 2477-8524
2502-8103
language English
publishDate 2024-12-01
publisher Indonesian Institute for Counseling, Education and Therapy (IICET)
record_format Article
series JPPI (Jurnal Penelitian Pendidikan Indonesia)
spelling doaj-art-8ec13e2e2cff4440af0ad7c1768e98cb2025-01-27T12:46:15ZengIndonesian Institute for Counseling, Education and Therapy (IICET)JPPI (Jurnal Penelitian Pendidikan Indonesia)2477-85242502-81032024-12-0110478079010.29210/0202438252487The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjectsPupu Saeful Rahmat0Entin Jumantini1Yeyen Suryani2Novi Satriapraja3Enda Suhenda4Universitas KuninganUniversitas KuninganUniversitas KuninganUniversitas KuninganUniversitas KuninganThis study was motivated by the low numeracy skills of students in economic subjects at SMA 2 Kuningan which was known through pre-research conducted. The purpose of this study was to determine the effect of using educational game-based technology learning media on students' numeracy skills in economic subjects in class XII SMAN 2 Kuningan Regency. The method used in this research is experimental method. The number of respondents in each class was 32 students each. Data processing methodology begins with instrument testing (including validity and reliability tests) followed by prerequisite assessment in the form of normality and homogeneity tests. Hypothesis testing using t-test and n-gain. Based on the results of hypothesis testing, there are significant differences in learning outcomes between students who utilize technology-based educational games and students who do not utilize technology-based educational games. These results indicate a difference in learning outcomes and numeracy skills between students who use technology-based educational games and those who do not. The results showed that the average normalized gain score of the experimental class of 76.76% was included in the effective category based on the interpretation of the effectiveness gain index. Therefore, it can be concluded that the integration of technology-based educational games is efficacious in improving students' numeracy skills in class XII economics subjects at SMAN 2 Kuninganhttps://jurnal.iicet.org/index.php/jppi/article/view/3825learning media, educational games, students' numeration skills, economics subjects
spellingShingle Pupu Saeful Rahmat
Entin Jumantini
Yeyen Suryani
Novi Satriapraja
Enda Suhenda
The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects
JPPI (Jurnal Penelitian Pendidikan Indonesia)
learning media, educational games, students' numeration skills, economics subjects
title The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects
title_full The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects
title_fullStr The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects
title_full_unstemmed The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects
title_short The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects
title_sort impact of utilizing educational games based technology as learning media on students numeration skills in high school economics subjects
topic learning media, educational games, students' numeration skills, economics subjects
url https://jurnal.iicet.org/index.php/jppi/article/view/3825
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