Pengembangan Game Android “KreaTika” untuk Meningkatkan Hasil Belajar Kreativitas Matematika Siswa SMP

Authors

  • Citra Universitas Negeri Yogyakarta
  • Ali Muhtadi Universitas Negeri Yogyakarta

DOI:

https://doi.org/10.58230/eacn3s86

Keywords:

hasil belajar, Android, kreativitas, mobile learning, matematika

Abstract

Kreativitas matematika sebagai hasil belajar kognitif tingkat tinggi siswa SMP belum berkembang optimal, terutama dalam pembelajaran konvensional yang kurang memberi ruang bagi berpikir divergen dan di sekolah dengan keterbatasan media interaktif berbasis teknologi. Penelitian ini bertujuan mengembangkan game mobile learning berbasis Android “KreaTika” yang valid, praktis, dan efektif untuk meningkatkan hasil belajar kreativitas matematika siswa SMP pada materi aljabar. Penelitian menggunakan metode Research and Development dengan model Alessi dan Trollip, dilanjutkan kuasi-eksperimen berdesain pre-test–post-test kelompok kontrol non-ekuivalen pada siswa kelas VII SMPN 3 Bondowoso (kelompok eksperimen n = 31; kelompok kontrol n = 28). Data dikumpulkan melalui validasi ahli, angket kepraktisan guru dan siswa, serta tes kreativitas matematika. Hasil penelitian menunjukkan bahwa game tergolong sangat layak (skor validasi 89,3%), sangat praktis menurut guru (rerata 4,40), dan praktis menurut siswa (rerata 3,85). Rerata N-Gain kelompok eksperimen (0,4135; kategori sedang) lebih tinggi daripada kelompok kontrol (0,1297; kategori rendah), dan perbedaan tersebut signifikan (uji Mann–Whitney U, p < 0,001). Temuan ini mengindikasikan bahwa game Android dapat menjadi alternatif media untuk meningkatkan hasil belajar kreativitas matematika, khususnya di sekolah dengan keterbatasan sumber daya. Namun, temuan perlu ditafsirkan secara hati-hati karena penelitian dilakukan di satu sekolah, selama empat minggu, dan tanpa pengacakan individu.

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Published

2026-09-29