
Developing android-based arabic-Clock Angle game for eighth-grade mathematics at MTs YMI Wonopringgo Pekalongan
Author(s) -
E. N. Fajhriah,
Zaenal Mustakim,
Jauhar Ali,
Rahmat Kamal
Publication year - 2020
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1663/1/012064
Subject(s) - arabic , android (operating system) , vocabulary , mathematics education , cluster sampling , computer science , multimedia , waterfall model , mathematics , programming language , sociology , operating system , linguistics , population , philosophy , demography , software
The use of media in MTs YMI Wonoringgo Pekalongan is still not optimal, especially in a mathematic lesson. It causes student difficulty in understanding the concepts conveyed by the teacher and low motivation so that students are less able to solve problems in studying. Thus, it is hoped that through Arabic angle o’clock game media, students can more easily understand angle math concepts and mastering Arabic vocabulary of o’clock material. The purpose of this study is to produce an android-based Arabic angle o’clock game media in learning mathematics to eighth grade at MTs YMI Wonopringgo Pekalongan. The research method uses the waterfall model (Analysis, Design, Implementation, Testing, and Maintenance). The research subjects were students of eighth grade at MTs YMI Wonopringgo Pekalongan. The sampling technique uses cluster sampling. The result of this study are Arabic angle o’clock game media with the result of the media expert validation with a percentage of 89%, the results of the material expert validation of were 90%, and student responses 88,14% with very suitable/very feasible criteria. Thus, this product is appropriate to use as mathematics learning media in angle o’clock material and increase student to mastering Arabic vocabulary about o’clock in MTs YMI Wonopringgo Pekalongan.