the 8th South East Asia Design Research (SEA-DR) - UNESA 2020, The 8th SEA DR and the 2nd STEACH international Conference 2021

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Application of DCGL to analyze students’ interest learning mathematics during COVID-19 pandemic
Wiryanto Wiryanto, Chusnul Chotimah, Trisya Maritaria

Last modified: 2021-11-26

Abstract


At this time in 2020, the world has been hit by a corona virus outbreak (COVID-19), which hinders face-to-face meetings between teachers and students and demands digital-based learning. The purpose of this study was to determine the effect of the application of digital creativity game-based learning media with named DCGL on the level of student emotional interest and cognitive interest during the covid-19 pandemic. The research method used is a quasi-experimental method. This research was conducted on students of Sumur Welut 3 Surabaya Elementary School with a total of 65 students. The data collection tools used were the Bartlett Test of Sphericity student interest test, the dashboard results from the Prodigy application, and student interview sheets. The results showed that there was an increase in students' learning interest by applying prodigy media on a game-based learning basis with a significant increase of 23% and having a Cronbach alpha value of 0.85. So it can be said that by applying game-based learning media to help increase students' interest in learning mathematics in the learning from home.


Keywords


learning from home;game learning;mathematics education