Qubahan Academic Journal (Dec 2024)
Development of Ucing Sumput Digital Game to Stabilize Students’ Achievement Emotions in Mathematics
Abstract
The achievement emotions of Indonesian students in doing mathematics activities have not relatively been stable whereby sometimes they attend math class with anxious, bored, or hopeless feelings. Therefore, the present study aims to develop and produce a Ucing Sumput game that is valid, practical, and effective in stabilizing students' achievement emotions in mathematics activities. A research and development using ADDIE model was applied to do this study. This study involved three experts and 67 eleventh-grade students at a public senior high school in Bandung City. An achievement emotion questionnaire in mathematics was used to measure students' achievement emotions in mathematics activities. Descriptive and inferential statistics (e.g., N-gain, effect size, paired t-test, and independent t-test) were used to analyze the data. Results revealed that the prototype of the game was valid and practical to be utilized in mathematics instruction. Moreover, this game had a significantly positive strong effect in increasing students' positive emotions and a significantly negative strong effect in decreasing students’ negative emotions. This means that this game significantly stabilizes students' achievement emotions in mathematics activities. Consequently, the Ucing Sumput game can be utilized as an effective digital educational technology in stabilizing students’ achievement emotions in doing mathematics activities.