Education Game based on Timor Local Wisdom as an Android-Based Mathematics Learning Media

Sulasri Suddin, Yohanis Ndapa Deda


The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.


Android; Game Education; Learning Media; and Timor Local Wisdom.

Full Text:



Adiwijaya, M., S, K. I., & Christyono, Y. (2015). Perancangan Game Edukasi Platform Belajar Matematika Berbasis Android Menggunakan Construct 2. TRANSIENT, 4(1), 128–133.

Agustin, R., & Ambarawati, M. (2019). Mathematics Encyclopedia Media As Android Based Learning. International Journal of Scientific & Technology Research, 8(09), 1–4.

Alqahtani, M., & Mohammad, H. (2015). Mobile Applications ’ Impact on Student Performance and Satisfaction. TOJET: The Turkish Online Journal of Educational Technology, 14(4), 102–112.

Chao, W., Yang, C., Hsien, S., & Chang, R. (2018). Using Mobile Apps to Support Effective Game-Based Learning in the Mathematics Classroom. International Journal of Information and Education Technology, 8(5), 354–357.

Dasmo, Astuti, I. A. D., & Nurullaeli. (2017). Pengembangan Pocket Mobile Learning Berbasis Android. JRKPF UAD, 4(80), 71–77.

Drigas, A. S., & Pappas, M. A. (2015). A Review of Mobile Learning Applications for Mathematics. IJIM, 9(3), 18–23.

Fabian, K., Topping, K. J., & Barron, I. G. (2018). Using mobile technologies for mathematics : effects on student attitudes and achievement. Educational Technology Research and Development, 66(5), 1119–1139.

Ferdianto, F., & Setiyani. (2018). Pengembangan Bahan Ajar Media Pembelajaran Berbasis Kearifan Lokal. JNPM (Jurnal Nasional Pendidikan Matematika), 2(1), 37–47.

Figueiredo, M., Godejord, B., & Rodrigues, J. (2016). The Development of An Interactive Mathematics App for Mobile Learning. 12th International Conference Mobile Learning, 75–81.

Hiebert, J., & Grouws, D. A. (2007). The effects of classroom mathematics teaching on students’ learning, Second handbook of rsearch on mathematics teaching ang learning.

Mullis, I. V. S., Martin, M. O., Foy, P., & Hooper, M. (2015). TIMSS 2015 International Results in Mathematics. . Chestnutt Hill: TIMSS & PIRLS International Study Center.


Pons-Llinares, J., Pérez, S. B., & Bonet, J. (2019). No Title. Development of an E-Learning Platform for Improving and Assesing the Student Outcomes in Electrical Engineering. Spain: IATED.

Purwanto, M. N. (2012). Prinsip-Prinsip dan Teknik Evaluasi Pengajaran. Bandung: Remaja Rosdakarya.

Qolbi, M. S., Thaariq, Z. Z. A., Az-Zahroh, S. F., Anwar, M. M., & Faiza, N. (2019). Design and Development of Game Based Learning Applications for Mathematics Learning Based on Multiple Language to Develop Verbal Capabilities. Jurnal Pendidikan Dan Pembelajaran, 26(2), 51–56.

Rahadi, M. R., Satoto, K. I., & Windasari, I. P. (2016). Perancangan Game Math Adventure Sebagai Media Pembelajaran Matematika Berbasis Android. Jurnal Teknologi Dan Sistem Komputer, 4(1), 44–49.

Setyaningrum, W., & Waryanto, N. H. (2018). Developing mathematics edutainment media for Android based on students ’ understanding and interest : a teachers ’ review Developing mathematics edutainment media for Android based on students ’ understanding and interest : a teachers ’ review. IOP Publishing.

Skillen, M. A. (2015). Mobile Learning : Impacts on Mathematics Education. Proceedings of the 20th Asian Technology Conference in Mathematics, 205–214. Leshan, China.

Sung, Y., Chang, K., & Liu, T. (2016). Computers & Education The effects of integrating mobile devices with teaching and learning on students ’ learning performance : A meta-analysis and research synthesis. Computers & Education, 94, 252–275.

Taleb, Z., Ahmadi, A., & Musavi, M. (2015). The effect of m-learning on mathematics learning. Procedia - Social and Behavioral Sciences, 171, 83–89.

Vitianingsih, A. V. (2016). Game Edukasi Sebagai Media Pembelajaran Pendidikan Anak Usia Dini. INFORM, 1(1), 1–8.

Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education : a systematic literature review.

Widjayanti, W. R., Masfingatin, T., & Setyansah, R. K. (2019). Media pembelajaran Interaktif Berbasis Animasi pada Materi Statistika untuk Siswa Kelas 7 SMP. Jurnal Pendidikan Matematia, 13(1), 101–112.

Widoyoko, E. P. (2009). Evaluasi Program Pembelajaran. Yogyakarta: Pustaka Pelajar.

Yulia, & Silalahi, M. (2019). Perancangan Game Matematika Sebagai Media Pembelajaran Berbasis Android. Innovation in Research of Informatics (INNOVATICS), 1(2), 78–85.


Article Metrics

Abstract views : 1128 | PDF downloads : 570


  • There are currently no refbacks.

Copyright (c) 2020 Al-Jabar : Jurnal Pendidikan Matematika

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


Creative Commons License
Al-Jabar : Jurnal Pendidikan Matematika is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.