Positive negative game application design based on the Montessori method as a means of improving the mathematical connection ability of students with ADHD
DOI:
https://doi.org/10.31571/saintek.v15i1.9636Keywords:
game applications, positive negative, Montessori, mathematical connection skills, ADHDAbstract
The objectives of the study are: 1) to develop a positive negative game application based on the Montessori method to improve the mathematical connection skills of students with ADHD, 2) to determine the characteristics of the mathematical connection skills of students with ADHD, and 3) to determine the mathematical connection skills of students with ADHD after using the developed positive negative game application based on the Montessori method. The method of this study is R&D with the ADDIE model. The findings in this study obtained that the results of the assessment of the three material and media experts with an average percentage of 76.32 valid criteria. From the results of trials conducted on 7 students with ADHD from SLB C Dharma Asih Pontianak, the results obtained were 96.88 for the class teacher's response, the percentage for the response of students with ADHD was 75.89 and 86.38 for the overall average with the criteria "very practical". Based on calculations related to classical completeness, 6 students were obtained complete and 1 student did not complete with the KKM of mathematics subjects set for Phase D level (equivalent to junior high school) in SLB C for Mentally Disabled, namely 65. Furthermore, the effectiveness result was 85.71% with a very effective category. This means that the Positive Negative Game Application Based on the Montessori Method is effective. The conclusions in this study are: 1) Based on the results of the validity, practicality, and effectiveness values, the Design of the Positive Negative Game Application Based on the Montessori Method developed is suitable for use. 2) the characteristics of the mathematical connection abilities of students with ADHD are already in the category of classically complete students from a total of 7 students who worked on the posttest questions. 3) the mathematical connection abilities of students with ADHD after using the Positive Negative Game Application Based on the Montessori Method experienced classical completeness which showed an increase.
Downloads
References
Aula, S., Ahmadian, H., & Abdul Majid, B. (2020). Analisa dan perancangan game edukasi Student Adventure 2D pada SMK Negeri 1 Al-Mubarkeya. Cyberspace: Jurnal Pendidikan Teknologi Informasi, 4(1), 21. https://doi.org/10.22373/cj.v4i1.7132
Bakhril, M. S., Kartono, & Sumarmo, U. (2019). Digital repository Universitas Jember. PRISMA: Prosiding Seminar Nasional Matematika, 2, 12-33.
Fitriyani, F., Oktaviani, A. M., & Supena, A. (2023). Analisis kemampuan kognitif dan perilaku sosial pada anak ADHD (Attention-Deficit Hyperactivity Disorder). Jurnal Basicedu, 7(1), 250-259. https://doi.org/10.31004/basicedu.v7i1.4331
Gumilang, M. R., Wahyudi, W., & Indarini, E. (2019). Pengembangan media komik dengan model problem posing untuk meningkatkan kemampuan pemecahan masalah matematika. Journal of Medives: Journal of Mathematics Education IKIP Veteran Semarang, 3(2).
Hayati, D. L., & Apsari, N. C. (2019). Pelayanan khusus bagi anak dengan Attention Deficit Hyperactivity Disorder (ADHD) di sekolah inklusif. Prosiding Penelitian dan Pengabdian kepada Masyarakat, 6(1), 108-122.
Hidayati, U., & Jahring, J. (2021). Analisis kemampuan koneksi matematis siswa ditinjau dari gaya belajar. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 10(4), 2890-2901. https://doi.org/10.24127/ajpm.v10i4.4417
Hodiyanto, Darma, Y., & Putra, S. R. S. (2020). Pengembangan media pembelajaran berbasis Macromedia Flash bermuatan problem posing terhadap kemampuan pemecahan masalah matematis. Mosharafa: Jurnal Pendidikan Matematika, 9(2), 323-334.
Imamah, H. (2019). Implementasi metode Montessori dalam mengembangkan keterampilan sosial anak sekolah dasar. Al Ulya: Jurnal Pendidikan Islam, 4(2), 193-194.
Julaeha, S., Mustangin, M., & Fathani, A. H. (2020). Profil kemampuan koneksi matematis peserta didik dalam menyelesaikan soal cerita ditinjau dari kemampuan matematika. Jurnal Cendekia: Jurnal Pendidikan Matematika, 4(2), 800-810. https://doi.org/10.31004/cendekia.v4i2.300
Lijina, Panjaitan, R. G. P., & Wahyuni, E. S. (2020). Respon siswa terhadap media pembelajaran pada materi ekologi di kelas X SMA. Jurnal Pendidikan dan Pembelajaran Khatulistiwa, 7(3), 1-9.
Mz, Z. A., Hamdani, M. F., & Jannah, N. (2024). Analysis of ADHD students' adversity quotient and understanding of mathematical concepts. Mosharafa: Jurnal Pendidikan Matematika, 13(2), 461-474.
Nadiastuti, I., Pancaningrum, N., & Nida Suroya, I. (2024). Implementasi metode Montessori dalam mengembangkan kemampuan life skill pada area exercise practical life. Murhum: Jurnal Pendidikan Anak Usia Dini, 5(1), 1074-1085. https://doi.org/10.37985/murhum.v5i1.434
Novarensa Lutfiani, E., & Rachmani Dewi, N. (2023). Kajian teori: Kemampuan koneksi matematis siswa ditinjau dari self-confidence pada pembelajaran Preprospec. PRISMA: Prosiding Seminar Nasional Matematika, 6, 264-269.
Nurfadhillah, S., Nurlaili, D. A., Syapitri, G. H., Shansabilah, L., Herni, N., & Dewi, H. (2021). Attention Deficit Hyperactivity Disorder (ADHD) pada siswa kelas 3 di SD Negeri Larangan 1. PENSA: Jurnal Pendidikan dan Ilmu Sosial, 3(3), 453-462.
Putra, K. A. A., Adhi, R. W., Fadlilah, N. I., & Helyana, C. M. (2023). Game edukasi "Perjalanan Si Koko" sebagai media pembelajaran. Informatics and Computer Engineering Journal, 3(1), 88-96. https://doi.org/10.31294/icej.v3i1.1784
Rafidah, R., Purwanto, S., & Antari, D. (2020). Pengaruh model pembelajaran kooperatif tipe kancing gemerincing dengan pendekatan kontekstual terhadap kemampuan komunikasi matematis siswa kelas VIII di SMP Negeri 97 Jakarta. JRPMS (Jurnal Riset Pembelajaran Matematika Sekolah), 4(2), 1-8. https://doi.org/10.21009/jrpms.042.05
Rosa Yuliana, R., Firdaus, M., & Oktaviana, D. (2022). Pengembangan game edukasi matematika berbasis Android menggunakan software Construct 2 terhadap kemampuan pemahaman matematis. Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam, 1(1), 82-90. https://doi.org/10.55606/jurrimipa.v1i1.281
Susiaty, U. D., & Firdaus, M. (2024). Application of positive and negative board based on Montessori method on junior high school students' mathematical connection abilities. Mosharafa: Jurnal Pendidikan Matematika, 13(2), 361-370.
Susiaty, U. D., Firdaus, M., & Andriati, N. (2021). Pengembangan alat peraga papan positif negatif berbasis metode Montessori pada siswa dengan ADHD. Mosharafa: Jurnal Pendidikan Matematika, 10(1), 73-84. https://doi.org/10.31980/mosharafa.v10i1.870
Susiaty, U. D., & Prihatin, I. (2021). Mengembangkan dan memainkan game geometric puzzle untuk meningkatkan kemampuan berpikir kreatif matematis. Kreano: Jurnal Matematika Kreatif-Inovatif, 12(1), 39-50.
Umair, U., & Tawakal, H. A. (2021). Pengembangan aplikasi permainan pembelajaran matematika menggunakan model-driven game development. Jurnal Teknologi Terpadu, 7(1), 39-44. https://doi.org/10.54914/jtt.v7i1.346
Wiryaningtyas, R. K., Adamura, F., & Astuti, I. P. (2023). Pengembangan game edukasi sebagai media pembelajaran berbasis Android pada materi bangun ruang kelas VII SMP Negeri 1 Geger. Jurnal Cendekia: Jurnal Pendidikan Matematika, 7(3), 3192-3204. https://doi.org/10.31004/cendekia.v7i3.2815
Yulianti, A., & Ekohariani. (2020). Pemanfaatan media pembelajaran berbasis game edukasi menggunakan aplikasi Construct 2 pada mata pelajaran komputer dan jaringan dasar. IT-Edu: Jurnal Information Technology and Education, 5(1), 527-533.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Utin Desy Susiaty, Muhamad Firdaus

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
In submitting the manuscript to the journal, the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- The work described has not been formally published before, except in the form of an abstract or as part of a published lecture, review, thesis, or overlay journal. Please also carefully read Jurnal Pendidikan Informatika dan Sains Posting Your Article Policy at http://journal.ikippgriptk.ac.id/index.php/saintek/about/submissions#onlineSubmissions
- That it is not under consideration for publication elsewhere,
- That its publication has been approved by all the author(s) and by the responsible authorities – tacitly or explicitly – of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and copyright agreement.
Copyright
Authors who publish with Jurnal Pendidikan Informatika dan Sains agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
Download: 17
