Validity of “Number Game” as Instructional Edutainment Media
based-Android to Improve Conceptual Understanding and Interest
Rhomiy Handican
1a
, Laswadi
2b
, Noperta
2c
,Ambiyar
3d
and Ishak Aziz
4e
1
Student of Doctoral Program in Education Science, Universitas Negeri Padang, Prof. Dr. Hamka Street, Padang, Indonesia
2
Department of Mathematics Education, Institut Agama Islam Negeri Kerinci, Pelita IV Street, Sungai Penuh, Indonesia
3
Department of Mechanical Engineering, Universitas Negeri Padang, Prof. Dr. Hamka Street, Padang, Indonesia
4
Department of Sport Science, Universitas Negeri Padang, Prof. Dr. Hamka Street, Padang, Indonesia
Keywords: Validity, Edutainment, Instructional Media, Mathematics, Conceptual Understanding.
Abstract: Number Game is an instructional media-based learning mathematics on material numbers app for Android.
The purpose of this research is to (a) illustrate the display of "Number Game" that will be used in Junior High
School, and (b) describe the validity of Number Game. Number Game is a learning medium developed in
collaboration with innovative learning models and current technological advancements to assist students in
understanding mathematical concepts and pique their interest in learning. This study is part of a development
research project that uses the ADDIE model, which stands for (1) Analysis, (2) Design, (3) Development, (4)
Implementation, and (5) Evaluation. The instrument made use of a media quality validation sheet as well as
the material from Number Game. Number Game has been approved by two experts. A material and media
evaluation is used to validate the product. Number Game on material aspects received an average rating of
4.17 out of 5, indicating that it is in the Good or valid category. The evaluation of media aspects yielded an
average score of 4.49, indicating that Number Game is excellent or very valid. Number Game was determined
to be suitable for use as instructional media in junior high school.
1 INTRODUCTION
As technology advances, ethical concerns such as
equal access to resources become more pressing.
Technologists in education(Mayes et al., 2015). The
use of media should be the part that should receive the
attention of the teacher/facilitator in every learning
activity (Sukardi et al., 2017). The utilization of
technology, especially in the field of education, is
increasingly being used in this digital era, but if you
look at the applicative use of mobile-Android-based
learning media, it has not been widely used in
everyday life in the classroom.(Bahar & Soegiarto,
2020). The role of learning media is not only as a
support or complement in the learning process, but
can also be a source of learning information for
students in learning, which affects learning outcomes
a
https://orcid.org/0000-0002-7069-1412
b
https://orcid.org/0000-0002-6759-630X
c
https://orcid.org/0000-0001-7390-1967
d
https://orcid.org/0000-0003-3269-2403
e
https://orcid.org/0000-0003-4066-4509
or achievement.(Saputro et al., 2020). This new
paradigm of using technology is more than just
machines and their interconnected software, but it can
embody a constructive way of thinking that guides
one's approach to learning about the world.
Computers require ways of thinking that are primarily
technical in today's educational environment. The
more new technology molds the classroom into its
own image, the more technical logic takes the place
of critical, political, and ethical understanding (Okan,
2003), included in the process of learning
mathematics.
Playing video games in learning mathematics and
innovating learning technologies for learning
mathematics have great potential to enhance student
learning and motivation while demonstrating how
different modes of user engagement can influence the
272
Handican, R., Laswadi, ., Noperta, ., Ambiyar, . and Aziz, I.
Validity of "Number Game" as Instructional Edutainment Media Based-Android to Improve Conceptual Understanding and Interest.
DOI: 10.5220/0012199600003738
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 4th International Conference on Innovation in Education (ICoIE 4 2022) - Digital Era Education After the Pandemic, pages 272-279
ISBN: 978-989-758-669-9; ISSN: 2975-9676
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
instructional design of games.(Plass et al., 2013) and
can help student in phase of abstracting and
concretising in math (Heugl, 2004) .
One of the instructional media that can be
developed in mathematics learning is video games
(McLaren et al., 2017)(Saprudin et al., 2019). The use
of video games among students has great potential.
Nearly 60% of the world's population uses the
internet and 80% of internet users in the productive
age range say they actively play video games (Lete et
al., 2022)(ESA, 2017). Integrating technology in the
classroom is supported by the findings of Ardani,
Salsabila, Handican, &Setyaningrum, where it was
found that 65% of 134 teachers said that they did not
use technology-based learning media in class and
72.65% of 223 students stated that the teacher taught
Mathematics only relies on textbooks so that learning
seems monotonous and conventional(Setyaningrum,
2016). Seeing this data, the need for learning media
in the form of video games to be used in edutainment
is very important (Rusliah et al., 2021).
According to Aksakalthat edutaiment as a
technology-based learning media can facilitate
learning and teaching(Aksakal, 2015)and
edutainment is a program that makes student-centered
activities(Anikina & Yakimenko, 2015) and the
empirical research presented in this paper
demonstrates that a mathematics educational game
can provide superior learning opportunities while also
being more engaging (McLaren et al., 2017).
Therefore, it is important to see how the quality of the
learning media in the form of games is and accurately
measuring media use in children and adolescents is
therefore of great importance (Scherer et al., 2015),
because the advancement of ICT in education has a
positive impact and produces noticeable results(Yeni
et al., 2019).
Concepts understanding is an important aspect to
improve because it is the main goal and function in
mathematics (Heugl, 2004). Several findings reveal
the importance of students' mathematical
understanding abilities. Novita Saristated that the
ability to understand concepts in mathematics is
important because mathematics studies concepts that
are connected and mutually sustainable (Novitasari,
2016) and also stated that understanding
mathematical concepts is an important basis for
thinking in solving mathematical problems and
everyday problems (Mawaddah & Maryanti, 2016).
Some empirical findings show that the use of
instructional media can improve understanding of
mathematical concepts (Novitasari, 2016), (Bahar &
Soegiarto, 2020), (Gusmania & Wulandari, 2018),
(Ariyanto et al., 2019), (Lestari et al., 2019), (Futri
Basya et al., 2019). To realize this goal in the Number
Game video game, this research will discuss the
validation of this instructional media in terms of the
material carried and the overall quality of the media.
2 METHOD
This research is part of research development or
Research and Development (R&D) where the
purpose of this research is to assess the validity of the
Android-based Number Game edutainment media
which was developed to facilitate students' ability to
understand concepts and interest in learning
mathematics. The development mode used is the
ADDIE (Analysis, Design, Development,
Implementation, and Evaluation) model (Sweller,
2021) . Evaluation of the validity of Number Game
instructional edutainment media was carried out in
the third stage, namely “development”. The
instrument used in the validation is a validation
instrument in the form of a validation questionnaire
sheet, both material validation and media quality
validation based on indicators compiled by
researchers.
The validation sheet uses a Likert scale (1 to 5)
in its assessment which then analyzes the results by
converting to the table of instructional validity criteria
for edutainment media as shown in the following
table.
Table 1: Classification of Validity Assessment.
Score Interval Criteria
Very Good
Good
Passable
Deficient
Not Good
Contentquality, alignmentoflearning objectives,
feedbackandadaptation, motivation, presentation
design, interactionusability, accessibility, reusability,
and standardscompliance are all assessed as part of
the instructional media quality assessment.(Leacock
& Nesbit, 2007). As for the assessment of the material
using 2 indicators, namely the quality of the content
and objectives as well as the quality of the
instructional (Handican & Setyaningrum, 2021).
Validity of "Number Game" as Instructional Edutainment Media Based-Android to Improve Conceptual Understanding and Interest
273
3 FINDING AND DISCUSSION
3.1 Display of Number Game
Number Game is a learning media that can be run on
Android-based mobile phones, so it is included in
mobile learning. Number Game, using scientific
methods, can teach students to be active anywhere
and at any time. This is in accordance with the
opinion about the characteristics of good mobile
learning where mobile learning devices are devices
that make it easy for users to access, updated,
interactive, contextually appropriate, flexible to use
in learning, can be used anywhere and anytime, and
ensure more students are involved because mobile
learning is based on modern technology that students
use every day(Qamariah et al., 2017).
Number Game has a 15.4 Mega Bite in size (MB).
Except for the sections containing students'
homework and uploading the results of student
discussions, this application is designed to be used
offline. Number Game is made with Construct2
software and built with the help of Android Studio as
software to create apk. In addition, the Photoshop
application is also used to design the appearance and
attributes in this learning media, including such as
background, character creation (players, enemies, and
icons), button initiation, menu display, and so on. the
results of making the Number Game display can be
seen in Figure 1 which illustrates the Number Game
display on a smartphone or mobile phone.
Figure 1: Number_Game in Mobile Learning (Smartphone).
The learning materials chosen for this application
are Number for Junior High School. Number Game is
intended to help students understand the concept of
number material, which includes several topics such
as integers, fractions, and number material.
Furthermore, this media is designed to increase
interest in learning mathematics based on data on
student needs derived from the first phase of analysis.
Multimedia learning can increase learning motivation
by using good composition in terms of color, sound,
graphics, game music, character animation, and
proper video explanation(Setyaningrum&Waryanto,
2018), the display of the initial menu (loading) and
the main menu can be seen in Figures 2 and 3
Figure 2: Number-Game’s Loading Bar.
Figure 3: Main Menu of Number_Game.
After the page has finished loading, the main menu
for users will appear, with options such as about the
developer, learning activities at home, KD
formulation, how to use, information, and so on. If
you don't want to open this menu, you can close
it.Figure 3 depicts the Number Game instruction
menu. There are several menus that can be accessed
on the main menu including; 1) about the developer,
2) study at home 3) KD (Basic Competency), and 4)
scientific approach, and 5) including: sound button,
navigation, setting, bibliograpy, and exit button.
The learning process can begin after students
selecting the let's play menu in the main menu which
will then be directed to choose the game levels, each
level must be completed systematically and
sequentially and adapted to the learning material. The
initial material that can be selected by the user is
"knowing integers". The display can be seen in Figure
4 and Figure 5.
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274
Figure 4: Menu for Selecting Learning Materials.
Figure 5: Choose a Discussion Topic.
The type of game used in this edutainment
instructional media is the type of platform where it is
in accordance with the results of the analysis of
student needs regarding the type of game they like.
The learning process as Figure 6 shows begins by
providing a learning flow, apperception material, and
then learning with a scientific approach, namely:
observing, asking questions, reasoning, associating,
and building networks.
Figure 6: Playing Page of Number_Game.
Figure 7: Scientific Approach on Number_Game.
Activities to develop the ability to understand
concepts are carried out by developing learning
according to a scientific approach, in Figure 9
students are directed to observe a problem about
numbers which are then directed to ask questions
(Figure 9), then solve the problem in Figure 10.
Figure 8: Presentation of Number Problem Material.
Number Game is designed so that users
understand the material being taught before heading
to the real mission. Each level has a mission to answer
questions in order to advance to the next level. The
mission is presented in the form of questions as in
Figure 10 & 11.
Figure 9: Presentation of Number Problem Material.
Validity of "Number Game" as Instructional Edutainment Media Based-Android to Improve Conceptual Understanding and Interest
275
Figure 10: Increasing Understanding of Concepts Through
a Mission.
The material on Number Game can only be
continued when the learning process can be
completed by answering questions correctly. In
addition to test questions for each level, test questions
are also given for independent learning reflection on
the home study menu as shown in Figure 10.
Figure 11: Display of Missions and Tasks on
Number_Game.
Learning to understand students' mathematical
concepts is also carried out at each level by providing
a choice of examples and non-examples in the
material presented which will train students' problem
solving skills (Mawaddah & Maryanti, 2016),
(Ariyanto et al., 2019; Gusmania & Wulandari, 2018;
Lestari et al., 2019).
3.2 The Results of the Number Game
Validation
The validation of Number Game consists of two parts:
materials and media. Table 2 shows the validation
results for the materials aspect.
Table 2: The Results of Number_Game Media Quality
Aspect Validation.
Aspect
Expert
1
Expert
2
Average
Conten
t
Qualit
y
4.16 3.83 4
Learning Goal
Ali
g
nmen
t
4 4.25 4.12
Feedback and
adaptation
5 4.5 4.75
Motivation 4.5 5 4.75
Presentationdesi
g
n 4.56 4.68 4.62
Interaction usabilit
y
4.5 4.75 4.62
Accessibilit
y
. 4.6 4.6 4.6
Reusabilit
y
. 4 4 4
Standardscompliance 5 5 5
Avera
e 4.49
Table 2 shows the validation score of the Number
Game media quality aspect based on the LORI
indicator. LORI indicators are used as indicators in
assessing the quality of media used in learning that
has met the validity and reliability aspects of the
instrument. It means that the Intructional Media
Edutainment, Number Game shows media quality
according LORI Indicators (Leacock & Nesbit, 2007).
Based on table 2 it can also be seen that 1) the quality
of the content in Number_game meets the criteria of
Good (4/5), 2) Learning goal alignment has the
criteria of Good (4.12/5), 3) Feedback and adaptation
has the criteria of Very Good (4.75/5) , 4) Motivation
meets the criteria of Very Good (4.75/5), 5)
Presentation design has the criteria of Very Good
(4.62/5), 6) Interaction usability has the criteria of
Very Good (4.62/5), 7) Accessibility is Very Good
(4.6/ 5), 8) Reusability is Good (4/5), and 9)
Standards compliance meets the Very Good criteria
(5/5).
As we can see from the results of the validation of
the learning media experts above, the total average
score is 4.49. So, the results of the assessment are
included in the category, then the edutainment game
Number_Game is included in the category "Very
Good Validity".
Assessment of the material used in the media was
carried out by 2 experts by analyzing the media based
on the aspects determined and given in the form of a
ICoIE 4 2022 - The Fourth International Conference on Innovation in Education
276
material validation questionnaire. The following are
the results of the material assessment by material
experts in Table 3.
Table 3: The Results Number_Game Materials Aspect
Validation.
Aspect Expert 1 Expert 2 Average
Content Quality
and Purpose
4.18 4.37 4.28
Instructional
Qualit
y
4 4.14 4.07
Overall Avera
g
e 4.17
Criteria Goo
d
Based on Table 5, the results of the validation of
learning material experts for the feasibility of learning
materials in the edutainment game Number-Game
obtained a total score of 4.17. so, the results of the
assessment are included in the "valid" category in
terms of the material used. The validity of product
development shows that instructional media are
developed on the basis of theories that are used as
guidelines in formulating and compiling learning
media. In this case the guideline used to see the
validity of the media is the LORI (Learning Object
Review Instrument) indicator (Leacock & Nesbit,
2007).
The main objective of LORI is to balance the
validity of the assessment with the efficiency of the
product evaluation process. Based on the data
obtained from the media and material validation
questionnaire, it can be concluded that the product
developed is valid and feasible to use because it is in
accordance with the indicators evaluating the validity
of a media. This is in accordance with the research
results of Ariyanto, et.al (Ariyanto et al., 2019),
Lestari, et.al (Lestari et al., 2019), Futri, et.al (Futri
Basya et al., 2019) where instructional media such as
mobile games can be considered valid if the expert
conducts an assessment with a valid category and it
corresponds to the opinion expressed by Charksy
where a product is said to be valid if the product
developed is based on strong theoretical rationale and
there is internal consistency between the components
of the product being developed (Charsky, 2010). This
matter according to the opinion of Djamas et al.
(Djamas et al., 2018) and Nieveen(Nieveen, 1999)
who say if material experts and media experts assess
the product in minimal good category, then the
product has validity quality.
Number Game has the potential to be used as a
learning media in junior high schools, especially in
Sungai Penuh City, Jambi. According to preliminary
research results from distributing questionnaires in
several schools, 92.31% of students have
smartphones, with 84.38% of these smartphones
being Android. This large percentage makes the
optimization of the use of this media very large. The
data was taken from the high school category. 81.10%
of students in the middle school category own
smartphones, with Android accounting for 88.81% of
all smartphones. According to data from low-income
schools, 50.69% of students own smartphones, with
92.35% using Android. This means that Number
Game can be used in junior high schools in Sungai
Penuh City. This application is expected to actively
involve students in learning mathematical concepts,
thus allowing all students' abilities to be
maximized(Qamariah et al., 2017). This is in
accordance with the belief that good learning is
learning that gives students freedom and choice in
constructing their knowledge and can involve the role
of students collaboratively in learning groups, able to
solve problems individually that produce a project in
meeting individual needs (Mehdipour&Zerehkafi,
2013).
4 CONCLUSIONS
Number Game is an android-based instructional
edutainment media in learning Mathematics. Number
Game is used in this study to aid in the understanding
of mathematical concepts and interests. The
validation of material and media aspects yielded very
good and good results. It is concluded that Number
Game is a "valid" instructional edutainment media
that can be used in junior high schools.
ACKNOWLEDGEMENTS
The author would like to thank the Universitas Negeri
Padang postgraduate program, co-authors, and all
respondents who have assisted in the research
conducted until the publication of this article. The
authors also thank Ministry of Religion of the
Republic of Indonesia for their assistance in the
Litapdimas 2022 program.
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