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Mathematics learning is a learning process or interaction process between teachers and students which involves developing students' thinking patterns in understanding or solving existing problems so that students are expected to be able to apply them in everyday life. Educational games are currently an appropriate alternative for media development, especially mathematics learning. On this basis, this research developed a Flippity-based educational game application in mathematics learning which is expected to help improve students' quality and abilities in learning. This type of research is development research. The research model used by this researcher is the ADDIE model. Data collection in this research used observation and questionnaire methods, while the instruments used were questionnaire sheets to obtain assessments from experts and questionnaire sheets for student response data. Flippity-based educational game learning is analyzed using descriptive analysis, namely qualitative descriptive analysis and quantitative descriptive analysis. The results of this research show that the average percentage (%) given by validators is 84.5%, which is in the very feasible category, so that the Flippity-based mathematics learning media (website) is very valid and can be tested. The average percentage result (%) given by students was 93.04%, which was included in the very practical category, so the Flippity-based mathematics learning media (website) was very practical.
Sukiyanto et al. (Mon,) studied this question.