Penelitian ini bertujuan untuk mengembangkan media pembelajaran mobile learning game berbasis pendekatan kontekstual terhadap pemahaman konsep matematis siswa. Jenis penelitian ini adalah penelitian Research and Development. Pada penelitian ini menggunakan model pengembangan ADDIE. Subjek penelitian terdiri dari 32 siswa kelas VIIB sebagai kelas eksperimen dan 32 siswa kelas VIIA sebagai kelas kontrol. Pengembangan media menggunakan perangkat lunak Adobe Flash Cs 6. Uji coba dilakukan sebanyak dua kali pada subyek penelitian.. Hasil penelitian sebagai berikut: (1) pada penilaian media oleh ahli media diperoleh 83,33% dengan kriteria sangat baik, dan penilaian oleh ahli materi diperoleh 87,50% dengan kriteria sangat baik sehingga media dinyatakan valid; (2) penilaian rata-rata penggunaan media oleh siswa diperoleh 85,69% dengan kriteria sangat baik sehingga media dinyatakan praktis; (3) pada tes hasil belajar siswa kelas eksperimen, didapatkan persentase ketuntasan 81,25% dan nilai rata-rata kelas 70,98. Uji-t satu pihak pada kelas eksperimen dan kontrol diperoleh thitung > ttabel yaitu2,7014 > 1,6698, maka Ho ditolak dan dapat disimpulkan bahwa rataan nilai hasil belajar siswa kelas eksperimen lebih baik dariapa kelas kontrol. sehingga media yang dikembangkan dinyatakan efektif.
Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning
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