Development of Online Game 'Discount Dash' on Social Arithmetic Material Using Scratch Application

Authors

DOI:

https://doi.org/10.30998/ypz9wx39

Keywords:

Scratch, Social Arithmetic, MDLC, Interactive Media

Abstract

Social arithmetic, specifically the concept of discounts, is an important topic for junior high school students, yet learning outcomes remain consistently low. This research aims to develop "Discount Dash", a Scratch-based interactive learning medium, utilizing the MDLC development model (concept, design, material collection, assembly, testing, and distribution) user acceptance testing involving 13 pre-service mathematics teachers at a university in Bandung. The evaluation instrument consists of expert validation, questionnaires, interviews, and documentation, which includes visuals, programming, content, and usability. The results showed the media was very feasible, achieving a score of 95.7% from the expert validation, 97.7% from the open-ended questionnaire, and 96.5% from the closed-ended questionnaire, proving  that "Discount Dash" has a feasibility and can be used as an alternative interactive learning medium to support the teaching of social arithmetic in junior high schools, increase student engagement, and help teachers present mathematical concepts that are relevant to daily life. Future recommendations include improving aesthetics with dynamic animations, expanding content to include profit and loss, taxes, and interest, and implementing tools in Class VII classrooms using quasi-experimental pretest-posttest designs to measure their empirical effectiveness.

Downloads

Download data is not yet available.

Author Biography

  • Eyus Sudihartinih, Indonesia University of Education

    Mathematics Education Program Study

References

Amirudin, A., & Setuju, S. (2018). Development of multimedia-based learning media interactive on a subject of cooling systems in Vocational School of Industry Yogyakarta. Jurnal Taman Vokasi, 6(2), 176–182. https://doi.org/10.30738/jtv.v6i2.4169

Astalini, A., Kurniawan, D. A., Melsayanti, R., & Destianti, A. (2019). Sikap terhadap mata pelajaran IPA di SMP se-Kabupaten Muaro Jambi. Lentera Pendidikan: Jurnal Ilmu Tarbiyah dan Keguruan, 21(2), 214–227. https://doi.org/10.24252/lp.2018v21n2i7

Chaerunnisa, N. A., & Bernard, M. (2021). Analisis minat belajar siswa sekolah dasar pada pembelajaran matematika dengan menggunakan media Scratch. JPMI–Jurnal Pembelajaran Matematika Inovatif, 4(6), 1577–1584. Retrieved from https://journal.ikipsiliwangi.ac.id/jpmi/article/view/7771

Fitriani, F., & Yahfizham. (2024). Studi literatur: Penggunaan software matematika Scratch terhadap kemampuan berpikir komputasi siswa tingkat sekolah dasar. PENDEKAR: Jurnal Pendidikan Berkarakter, 2(3), 153–161. Retrieved from https://journal.politeknik-pratama.ac.id/index.php/Pendekar/article/view/741

Fitriyadi, N., & Wuryandani, W. (2021). Is educational game effective in improving critical thinking skills? Jurnal Prima Edukasia, 9(1), 107–117. https://doi.org/10.21831/jpe.v9i1.35475

Hidayat, R., & Iksan, Z. H. (2015). The effect of realistic mathematic education on students' conceptual understanding of linear programming. Creative Education, 6(22), 2438–2445. https://doi.org/10.4236/ce.2015.622251

Khoirunnisaa, J., & Johan, I. R. (2020). The effects of financial literacy and self-control towards financial behavior among high school students in Bogor. Journal of Consumer Sciences, 5(2), 73–86. https://doi.org/10.29244/jcs.5.2.73-86

Koswara, D., Dallyono, R., Suherman, A., & Hyangsewu, P. (2021). The analytical scoring assessment usage to examine Sundanese students’ performance in writing descriptive texts. Jurnal Cakrawala Pendidikan, 40(3), 573–583. https://doi.org/10.21831/cp.v40i3.40948

Kumala, F. N., Ghufron, A., Astuti, P. P., Crismonika, M., Hudha, M. N., & Nita, C. I. R. (2021). MDLC model for developing multimedia e-learning on energy concept for primary school students. Journal of Physics: Conference Series, 1869(1), 012068. https://doi.org/10.1088/1742-6596/1869/1/012068

Lamote, H., Hikmah, M. A., & Dedyerianto. (2024). Analisis kesulitan belajar matematika siswa pada materi aljabar ditinjau dari kecemasan matematika siswa. Postulat: Jurnal Inovasi Pendidikan Matematika, 6(1), 12–29. https://doi.org/10.30587/postulat.v6i1.9187

Luthfiani, A., Irianto, S., & Andriani, A. (2019). Pengaruh pendekatan matematika realistik terhadap prestasi belajar matematika dan sikap bersahabat di kelas IV SD. JTAM (Jurnal Teori dan Aplikasi Matematika, 3(2), 80–86. https://doi.org/10.31764/jtam.v3i2.971

Medina Herrera, L. M., Juárez Ordóñez, S., & Ruiz-Loza, S. (2024). Enhancing mathematical education with spatial visualization tools. Frontiers in Education, 9, 1229126. https://doi.org/10.3389/feduc.2024.1229126

Mulyani, S., Santosa, C. A. H. F., & Pamungkas, A. S. (2020). Identifikasi miskonsepsi menggunakan instrumen tes four-tier pada materi aritmetika sosial. Wilangan: Jurnal Inovasi dan Riset Pendidikan Matematika, 1(1), 76-83. Retrieved from https://jurnal.untirta.ac.id/index.php/wilangan/article/view/8207

Najib, M., Munir, M., & Prasetyo, A. (2023). Pengembangan alat peraga pop-up book pada mata pelajaran ilmu pengetahuan alam di sekolah dasar. Journal of Integrated Elementary Education, 3(1), 16–33. https://doi.org/10.21580/jieed.v3i1.14760

Nurseto, T. (2012). Membuat media pembelajaran yang menarik. Jurnal Ekonomi dan Pendidikan, 8(1), 19–35. https://doi.org/10.21831/jep.v8i1.706

Pamungkas, D., & Sudihartinih, E. (2021). Analisis kebutuhan mahasiswa calon guru matematika terhadap aplikasi GeoGebra pada pembelajaran geometri analitik. Jurnal Pendidikan Matematika Universitas Lampung, 9(2), 223–232. https://doi.org/10.23960/mtk/v9i2.pp223-232

Pratama, R. A., & Waskitoningtyas, R. S. (2020). Game Android “MENALAR” berbasis Adobe Animation CC. Aksioma: Jurnal Program Studi Pendidikan Matematika, 9(3), 617–630. https://doi.org/10.24127/ajpm.v9i3.3027

Pratama, L. D., & Setyaningrum, W. (2018). Game-based learning: The effects on student cognitive and affective aspects. Journal of Physics: Conference Series, 1097(1), 012123. https://doi.org/10.1088/1742-6596/1097/1/012123

Pratiwi, A. P., & Bernard, M. (2021). Analisis Minat Belajar Siswa Kelas V Sekolah Dasar Pada Materi Satuan Panjang Dalam Pembelajaran Menggunakan Media Scratch. JPMI–Jurnal Pembelajaran Matematika Inovatif, 4(4), 891-898. Retrieved from https://journal.ikipsiliwangi.ac.id/jpmi/article/view/7324

Riska, H. (2025). Pengaruh model pembelajaran RADEC terhadap pemahaman konsep matematis dan kemampuan pemecahan masalah matematis ditinjau dari gaya belajar peserta didik (Skripsi, UIN Raden Intan Lampung). Retrieved from https://repository.radenintan.ac.id/id/eprint/37539

Risnawati, Amir, Z., & Sari, N. (2018). The development of learning media based on visual, auditory, and kinesthetic (VAK) approach to facilitate students’ mathematical understanding ability. Journal of Physics: Conference Series, 1028(1), 012129. https://doi.org/10.1088/1742-6596/1028/1/012129

Salloum, S. A., Alhamad, A. Q. M., Al-Emran, M., Abdel Monem, A., & Shaalan, K. (2019). Exploring students' acceptance of e-learning through the development of a comprehensive technology acceptance model. IEEE Access, 7, 128445–128462. https://doi.org/10.1109/ACCESS.2019.2939467

Sudihartinih, E., Wilujeng, S., & Rachmatin, D. (2021). Desain media pembelajaran matematika topik faktor persekutuan terbesar (FPB) berbasis aplikasi Scratch. Jurnal Pendidikan Matematika Universitas Lampung, 9(4), 456–466. https://doi.org/10.23960/mtk/v9i4.pp456-466

Syamsudin, S., Soro, S. H., Ahyani, H., & Mutmainah, N. (2022). Process management and approaches in distance learning based on blended learning during the COVID-19 pandemic. Jurnal Akuntabilitas Manajemen Pendidikan, 10(1), 52–63. https://doi.org/10.21831/jamp.v10i1.45151

Szabo, Z. K., Körtesi, P., Guncaga, J., Szabo, D., & Neag, R. (2020). Examples of problem-solving strategies in mathematics education supporting the sustainability of 21st-century skills. Sustainability, 12(23), 10113. https://doi.org/10.3390/su122310113

Downloads

Published

2026-06-21

How to Cite

Fakhriani, R., & Eyus Sudihartinih. (2026). Development of Online Game ’Discount Dash’ on Social Arithmetic Material Using Scratch Application. JKPM (Jurnal Kajian Pendidikan Matematika), 11(2), 205-218. https://doi.org/10.30998/ypz9wx39