RRL 2
RRL 2
e-ISSN: 2528-102X
Volume 9, Nomor 1, Juli 2024
p-ISSN: 2541-4321
URL: http://ejournal.unma.ac.id/index.php/th
How to Cite:
Sukiyanto., Anggraeni, D., Wijayanto, Z,. & Putri, A. (2024). Development of Flippity-Based Educative Game
Applications as a media for mathematic learning. Jurnal Theorems (The Original Reasearch of Mathematics, 9(1),
198-209.
ABSTRACT
Mathematics learning is a learning process or interaction process between teachers and students which involves
developing students' thinking patterns in understanding or solving existing problems so that students are expected
to be able to apply them in everyday life. Educational games are currently an appropriate alternative for media
development, especially mathematics learning. On this basis, this research developed a Flippity-based educational
game application in mathematics learning which is expected to help improve students' quality and abilities in
learning. This type of research is development research. The research model used by this researcher is the ADDIE
model. Data collection in this research used observation and questionnaire methods, while the instruments used
were questionnaire sheets to obtain assessments from experts and questionnaire sheets for student response data.
Flippity-based educational game learning is analyzed using descriptive analysis, namely qualitative descriptive
analysis and quantitative descriptive analysis. The results of this research show that the average percentage (%)
given by validators is 84.5%, which is in the very feasible category, so that the Flippity-based mathematics
learning media (website) is very valid and can be tested. The average percentage result (%) given by students was
93.04%, which was included in the very practical category, so the Flippity-based mathematics learning media
(website) was very practical.
Keywords: Flippity, Mathematics, Educational Games, Learning Media,
INTRODUCTION
The development of the Industrial Revolution 4.0 era is not just a discourse. In this era,
information technology has become the basis of human life. This is both a challenge and an opportunity
for educational development. The rapid development of technology has had a major impact on the world
of education. This impact can be felt in the learning process, especially in accessing information as a
learning resource, both in online and offline learning contexts. So that during the learning process we
can access all the information needed and with various conveniences in using digitalization in this era
(Pradana & Pratama, 2022). Thus, the learning system in schools must be ready to make changes to
face the challenges of the industrial era 4.0 (Baiduri, 2019).
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e-ISSN: 2528-102X
Volume 9, Nomor 1, Juli 2024
p-ISSN: 2541-4321
URL: http://ejournal.unma.ac.id/index.php/th
On this basis, the average child born in the 2000s is a child belonging to the millennial category
who is no stranger to using digital technology (Rosiyanti et al., 2020). Children are used to using
technology in the form of smartphones, whether used for playing, communicating with other people or
for social media. Apart from that, in learning at school, teachers are also required to develop skills in
creating learning media (Siwi et al., 2018). There are various ways that teachers can use to make the
learning that takes place interesting for students, one of which is by using learning methods and media
in the form of educational games (Wahyono et al, 2020).
One learning model that can improve students' abilities and motivation in learning is a digital
game-based learning model or game-based learning (Twiningsih, 2022). Game based learning is a
game-based learning technique that can help increase the potential and quality of students in absorbing
knowledge (Mewengkang et al., 2018). Game-based learning is a tool that can help students solve
problems, improve critical thinking and make assessments in the learning process (Edo & Samo, 2017;
Pranoto, 2020).
One of the educational games that can be an appropriate alternative for media development,
especially mathematics learning, is Flippity. Flippity is a free, page-based app that can convert content
from templates in Google Sheets into educational activities or games that can be accessed easily without
any hassle. Using flippity is quite easy so it is highly recommended as a learning medium (Tetty, 2023).
Learning media also influences students' learning motivation, which is why teachers are expected to be
creative in choosing learning media (Azzizatunnisa, 2022). Learning mathematics is a scientific
discipline that can improve thinking and argumentation skills, contribute to solving daily problems and
in the world of work, and provide support in the development of science and technology. Apart from
that, mathematics learning is a teaching and learning process that contains two types of activities which
are inseparable, namely learning and teaching (Sukiyanto et al, 2024). These two aspects will
collaborate in an integrated manner into an activity when there is interaction between students and
teachers, between students and students and between students and the environment when mathematics
learning is taking place.
One of the educational games that can be an appropriate alternative for media development,
especially mathematics learning, is Flippity. Flippity is a free, page-based app that can convert content
from templates in Google Sheets into educational activities or games that can be accessed easily without
any hassle. Using flippity is quite easy so it is highly recommended as a learning medium (Tetty, 2023).
Learning media also influences students' learning motivation, which is why teachers are expected to be
creative in choosing learning media (Azzizatunnisa, 2022). Learning mathematics is a scientific
discipline that can improve thinking and argumentation skills, contribute to solving daily problems and
in the world of work, and provide support in the development of science and technology. Apart from
that, mathematics learning is a teaching and learning process that contains two types of activities which
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Jurnal Theorems (The Original Reasearch Of Mathematics)
e-ISSN: 2528-102X
Volume 9, Nomor 1, Juli 2024
p-ISSN: 2541-4321
URL: http://ejournal.unma.ac.id/index.php/th
are inseparable, namely learning and teaching (Sukiyanto et al, 2024). These two aspects will
collaborate in an integrated manner into an activity when there is interaction between students and
teachers, between students and students and between students and the environment when mathematics
learning is taking place.
Several studies have used educational games, namely (Mulyati & Evendi, 2020; Pramuditya, et
al. 2018; Arifah et al: 2019). In research conducted by Mulyati & Evendi, (2020) entitled "Mathematics
Learning through Quizizz Game Media to Improve Middle School Mathematics Learning Outcomes"
explained in the results of their research that there was an increase in learning outcomes, the average
learning outcomes in cycle I was 63% and the II of 78%. In line with this, research conducted by
Pramuditya et al (2018) entitled "Android Based Educational Game Design on Mathematical Logic
Material" explains the results of their research, namely that the results obtained by educational games
are very valid with an average rating of 93.76% of the total. overall validator value. The Android-based
math educational game created is also very practical. This is shown by the average percentage for
students with a high ability level of 94.8%, students with a medium ability level of 94.2%, and students
with a low ability level of 92.2%. Furthermore, research conducted by Arifah et al (2019) entitled
"Development of a Bilomatics educational game to improve student learning outcomes in grade 1
elementary school mathematics subjects" whose research results showed that based on the pre-test and
post-test before and after playing the Bilomatics game was conducted on 25 students of SD N 77 Nayu
Surakarta, the N-Gain normality test value was obtained with an average increase of g=0.72. Thus, it
can be concluded that the Bilomatics educational game application is feasible and effective for use as
an alternative learning media in grade 1 elementary school.
Of the several previous studies, no one has examined the development of educational game
applications based on Fippity. This development research is important because it can help students solve
math problems more quickly and easily, and students will be actively involved and create fun learning.
METHOD
This type of research is development research. The research model used by this researcher is the
ADDIE model, which stands for Analysis, Design, Development or Production, Implementation or
Delivery and Evaluation. The ADDIE model was developed by Mark and Cry (1996) to design learning
systems. Where the steps in developing learning media must go through several stages, namely: (1)
Analyze, (2) Design, (3) Development, (4) Implementation, and (5) ) Evaluation (Evaluation).
In order to produce product specifications that can help students when learning and train students'
abilities to think quickly and critically, several situation analyzes or identifications need to be carried
out, including: Identifying Student Needs, Identifying Learning Goals, and Identifying
Content/Learning Materials.
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Jurnal Theorems (The Original Reasearch Of Mathematics)
e-ISSN: 2528-102X
Volume 9, Nomor 1, Juli 2024
p-ISSN: 2541-4321
URL: http://ejournal.unma.ac.id/index.php/th
Product development testing activities are carried out as a formative evaluation consisting of
trials by material experts and media experts, and trials by small groups of 5 students.
The instruments used to collect data are: First, a questionnaire sheet to obtain assessments from
experts including peer reviewers and teachers. Aspects of the Flippity-based educational game learning
media assessment criteria used in this assessment are: 1) material presentation aspect, 2) curriculum
aspect, 3) activity or experiment aspect, 4) learning evaluation aspect, 5) implementation aspect, 6)
display quality aspect , 7) linguistic aspects, and 8) aspects of sentence clarity.
Second, the questionnaire sheet used to obtain student response data. Aspects of student response
criteria collected in this research are: 1) Ease of understanding the lesson, 2) Independence in learning,
3) Interest in Flippity-based educational game learning media, 4) Usefulness of the media, and 5) Ease
of use.
The product quality test data analysis technique aims to determine the quality of learning media
using Flippity-based educational game learning media based on responses from material experts and
media experts and a reviewer group consisting of 2 lecturers. Apart from that, a limited trial data
analysis technique was also carried out on junior high school students with the aim of finding out the
effectiveness of Flippity-based educational game learning media based on their responses.
Middle school students' responses to Flippity-based educational game learning media were
analyzed descriptively, namely qualitative and quantitative descriptive analysis. The qualitative
descriptive analysis method is data processing carried out by arranging it systematically in the form of
sentences or words, categories to find conclusions (Agung, 2014). Qualitative descriptive analysis
techniques are used to group qualitative data such as interview results, product feasibility values,
criticism, comments and suggestions that will be used to improve the product being developed. The
quantitative descriptive method is data processing carried out by arranging it systematically in the form
of numbers or percentages to find conclusions (Agung, 2014). Quantitative descriptive analysis
techniques are used to process data obtained through questionnaires in the form of scores in the form
of percentage descriptions.
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e-ISSN: 2528-102X
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p-ISSN: 2541-4321
URL: http://ejournal.unma.ac.id/index.php/th
The product validation questionnaire grid by experts and the adapted student response
questionnaire grid are as follows:
Table 1. Product Validation Questionnaire Grid by Material Experts
No Aspect Indicator
1 Quality of Content and Compatibility with KD
Purpose Clarity of learning objectives
Clarity of learning flow
Material suitability
Clarity of the material presented
The depth of the material presented
Ease of understanding the material
Quality of practice questions
Accuracy of language use
2 Quality of learning Clarity of instructions for media use
Accuracy of feedback on practice questions
Ease of learning
Means of interaction between teachers and students
Independent learning
The desire to study other material with similar media
The analysis technique for this research is product validation analysis and student practicality
analysis. The percentage in the validation questionnaire is found using the following formula:
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e-ISSN: 2528-102X
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p-ISSN: 2541-4321
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If the validation results obtained are more than 60% then the product meets the appropriate
criteria so it can be said to be valid and can be tested and if the student response results obtained are
more than 60% then the product can be said to be practical. The practicality criteria for the products
produced are stated in Table 5:
Each stage in media development is always evaluated by collecting data that is used to improve
the resulting development product. This evaluation is carried out to measure and assess learning
products resulting from validation questionnaires by experts and practicality questionnaires by students
to determine the level of product feasibility.
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The average percentage result (%) given by the validator is 84.5% which is in the very feasible
category, so the Flippity-based mathematics learning media (website) is very valid and can be tested.
Presentation and analysis of data from the results of small group trials on the development of
Flippity-based educational game products as learning media. The subjects for the small group trial
consisted of 5 students in the form of a student response questionnaire presented in Table 9.
The average percentage result (%) given by students is 93.04% which is included in the very
practical category, so the Flippity-based mathematics learning media (website) is very practical.
Based on the research results obtained, it can be seen that the learning media that have been
validated by experts and tested, namely small group and large group trials with questionnaire
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Jurnal Theorems (The Original Reasearch Of Mathematics)
e-ISSN: 2528-102X
Volume 9, Nomor 1, Juli 2024
p-ISSN: 2541-4321
URL: http://ejournal.unma.ac.id/index.php/th
assessments, have been revised. These revisions are in accordance with comments or suggestions given
by validators and students who have been declared worthy because their validity has been tested by
practical validators because they have been tested on small and large groups until they meet very
practical criteria so that the Flippity-based mathematics learning media (website) is easily accessible
and can be supports the learning process both inside and outside the classroom. In addition, Flippity
provides board game templates that can be utilized by teachers in face-to-face and online learning,
enabling screen sharing and game implementation during online learning (Aribowo, 2024). So Flippity
can support abilities and help students solve problems during online learning (Gerovasiliou & Zafiri,
2017).
Furthermore, the test results are limited to table 9, namely the highest score and stated to be
very practical at 97.3%. It can be seen that Flippity-based learning media (website) can attract students'
interest in the learning process, because learning becomes fun. Apart from that, learning in the current
technological era has become mandatory for educators to utilize technology. Educational games act as
learning tools that can encourage active and participatory learning. These results are also in line with
the results of research conducted by Dewi & Sadjiarto (2021) which states that educational games act
as learning tools that can encourage active and participatory learning. Apart from that, educational
games can also influence students' learning motivation (Nisa & Susanto, 2022). Educational games are
games that have been specially prepared to direct students (users) to selected learning activities, apart
from that, these educational games can help students in a fun learning process (Novaliendry, 2013).
Learning using the concept of learning while playing makes students more active in the learning process
(Suryawirawati, et al., 2018; Naimah et al, 2019).
The results of the analysis carried out by researchers found that this Flippity (website) based
learning media had several advantages and obstacles during the research. The advantage is that this
media has an attractive design appearance, both in terms of color, writing, images and animation. This
media is easy to operate, understand and easy for students to understand, the buttons in this media can
function properly according to the instructions for using the media. The material and practice questions
are in accordance with KD and are accompanied by pictures and animations so that students do not feel
bored when using them.
Another advantage is that this media can be used independently both at school and outside of
school because this media is easy to obtain via the website. This media is also equipped with a
discussion and at the end of the evaluation there are results of student assessment scores using this
learning media. However, apart from these advantages, there are several obstacles that arise when using
Flippity-based learning media, one of which is that during the research, students were hampered by
unstable internet networks and so on. Apart from that, students who have low abilities will find it
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difficult to learn independently using Flippity-based learning media so that students must always be
accompanied when learning..
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