Ekstrakurikuler merupakan bagian dari kegiatan di luar pembelajaran yang bersifat peminatan. Peserta didik umumnya mengikuti kegiatan ekstrakurikuler sesuai hobi atau kesukaan terhadap aktivitas tertentu. Salah satu ekstrakurikuler yang baru dikembangkan di SMPIT Al Uswah Banyuwangi adalah “Math Club”. Ekstrakurikuler ini bertujuan mewadahi peserta didik yang memiliki minat lebih dalam bidang matematika. Namun sayangnya tidak semua peserta ekstrakurikuler yang berminat memiliki kemampuan lebih dalam bidang matematika. Untuk itu guru membutuhkan pendampingan pengelolaan kegiatan agar dapat memberikan pelayanan yang sesuai antara peserta yang sudah mampu dalam bidang matematika dan yang masih harus banyak belajar. Konsep yang ditawarkan adalah pembuatan media permainan matematika. Permainan matematika dibuat dengan terlebih dahulu peserta didik memahami konsep dan melakukan pengajuan masalah. Permainan dibatasi pada basis domino dan konsep pangkat-akar. Hasil kegiatan ini adalah produk media permainan domino pangkat-akar, serta kemampuan guru pembimbing membuat rencana kegiatan ekstrakurikuler dalam satu bulan mendatang. Produk media permainan domino pangkat-akar telah diujicoba untuk dimainkan oleh peserta ekstrakurikuler. Sedangkan rencana kegiatan ekstrakurikuler masih disesuaikan pelaksanaannya dengan rencana kegiatan di sekolah.
Students are weak in visualization skills, so it is difficult to interpret geometric shapes. Therefore, learning media is needed that can help students learn flat side shapes, one of which is by using PowerPoint as an educational game. This research aims to describe the quality of PowerPoint-based educational games on the combined volume of flat side shapes in the eighth grade of junior high school. The development is carried out using the ADDIE model. The research subjects were 60 grade eight students of SMPIT Al-Uswah Banyuwangi. Data collection was carried out using interviews, observation, questionnaires, tests, and documentation. Data analysis with combined methods (quantitative and qualitative). The results showed that educational games were valid with an average score of 4.39, practical with an average score of 4.67 and the student responses were in a fairly good category with an average value of 3.94 and were not effective according to the analysis of test results which shows . So that the quality of the results of the development of PowerPoint-based educational games on the combined volume material for flat side shapes is not good and needs to be improved. Improvements can be made, especially in terms of sound so that it can be heard more clearly.
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