scholarly journals Pengembangan Media Magic Geometry pada Materi Bangun Ruang Kelas IV Sekolah Dasar

2020 ◽  
Vol 3 (1) ◽  
pp. 77-88
Author(s):  
Mukti Sintawati ◽  
Mifta Rudiyanta ◽  
Muhammad Nuryanto

Learning mathematics in elementary school is expected to adjust to the cognitive development of students. Abstract mathematical concepts make students need help to understand them. This study aims to develop mathematics learning media geometry for 4th grade elementary school students. This development research uses the Borg & Gall research model which was carried out to the seventh stage, namely research and information collecting, planning, developing preliminary form a product, preliminary field testing, main product revision, main field testing, and operational product revision. Product trials were conducted at Ngablak Public Elementary School. Data collection instruments were using a questionnaire. The questionnaire used to assess the appropriateness of the media was an expert validation assessment sheet, while the teachers’ assessment sheet and students’ response questionnaire were used to determine the practicality of the product. The validation results from the experts obtained that the Magic Geometry media was declared very appropriate to be used in learning mathematics with an average score of 4.45. The results of the teacher practicality assessment were stated to be very practical with a score of 4.9 and the student’s response questionnaire received an average score of 4.2 with a practical category. The results of the student response questionnaire also showed that Magic Geometry made learning becomes more interesting and materials easier to understand.

2021 ◽  
pp. 855
Author(s):  
Clara Ika Sari Budhayanti ◽  
Pricilla Anindyta

Mathematics is one of the subjects that study abstract objects. The abstraction of material or mathematical concepts requires specific strategies or techniques in teaching it, especially for elementary school students who still have a concrete way of thinking. Learning mathematics in schools should reduce the abstraction of mathematical objects tobe more concrete for students. Learning mathematics in elementary schools tends to use an abstract approach. The dominant learning activities carried out are lectures and assignments. At the same time, the demands of the 2013 curriculum on the implementation of mathematics learning require teachers to creatively find and develop mathematics learning strategies that can direct students in finding, understanding, and applying mathematical concepts in solving problems, especially math problems in everyday life. PGSD Unika Atma Jaya and SD XaveriusMetro Lampung conducted a mathematics learning training that aims to reflect and refresh the knowledge needed to develop the learning required by students. In addition, with the rapid development of technology, teachers also need to learn to use technology, especially tools and applications, to support the implementation of innovative learning. The training results show that teachers are again motivated to develop technology-based mathematics learning by mathematical knowledge and the characteristics of elementary school students. Matematika merupakan salah satu pelajaran yang mempelajari obyek-obyek yang bersifat abstrak. Keabstrakan materi atau konsep matematika membutuhkan strategi atau teknik-teknik tertentu dalam mengajarkannya, terutama bagi siswa sekolah dasar yang masih memiliki cara berpikir yang kongkrit. Pembelajaran matematika di sekolah hendaknya dapat mengurangi keabstrakan obyek matematika menjadi lebih kongkrit bagi siswa. Pada kenyataannya, pembelajaran matematika di sekolah dasar cenderung menggunakan pendekatan abstrak. Aktivitas pada pembelajaran yang dominan dilakukan adalah ceramah dan pemberian tugas. Padahal tuntutan kurikulum 2013 terhadap pelaksanaan pembelajaran matematika mengharuskan guru secara kreatif menemukan dan mengembangkan strategi-strategi pembelajaran matematika yang mampu mengarahkan siswa dalam menemukan, memahami, dan mengaplikasikan konsep-konsep matematika dalam memecahkan masalah terutama masalah-masalah matematika dalam kehidupan sehari-hari. Oleh karena itu bersama Prodi PGSD Unika Atma Jaya, SD Xaverius Metro Lampung melaksanakan pelatihan pembelajaran matematika yang bertujuan untuk merefleksikan dan menyegarkan kembali pengetahuan-pengetahuan yang diperlukan untuk mengembangkan pembelajaran yang dibutuhkan siswa. Selain itu dengan pesatnya perkembangan teknologi, guru perlu juga belajar memanfaatkan teknologi, khususnya pemanfaatan tools (alat) dan aplikasi untuk mendukung pelaksanaan pembelajaran yang inovatif. Hasil pelatihan menunjukkan bahwa guru-guru kembali termotivasi untuk mengembangkan pembelajaran matematika berbasis teknologi yang sesuai dengan karakteristik keilmuan matematika serta karakteristik siswa sekolah dasar. 


2021 ◽  
Vol 5 (4) ◽  
pp. 685
Author(s):  
Husni Sabil ◽  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Muhammad Andika Robiansah ◽  
Muhammad Dewa Zulkhi ◽  
...  

In learning mathematics, 78.5% of students do not understand the material concepts taught by the teacher on geometry material. It is because the media used by the teacher in learning mathematics is not appropriate. Inappropriate media will make it difficult for students to understand the learning material, so that it has an impact on low student learning outcomes. This study aims to analyze the effect of using Geoboard online in improving students' understanding of mathematical concepts in the fourth-grade elementary school's Bangun Datar learning. This type of research uses the Mix method, namely data collection using qualitative and quantitative. Sampling using purposive sampling with a total of 28 students. The research design uses Explanatory Sequential Design. This study involves several variables as research categories, namely Student responses and Concept Understanding. Data analysis used descriptive and inferential statistics. The study results are that the variable of response and Concept Understanding has a significant influence, with a value of sig <0.05, and on each dominant variable in the excellent category, so that online geoboard media affects students' understanding of the flat wake concept. Therefore, Geoboard online media can be used as an alternative learning that is fun and suiTablefor children in elementary school. The implication of this research is to use learning media in helping students understand technology-based concepts.


2018 ◽  
Vol 6 (2) ◽  
pp. 96
Author(s):  
Lalu Abdul Aziz

This study aims to develop a valid and effective teaching material on grade V Mathematics subjects in elementary school and to find out the results of the development of snake ladder game media in fractional counting operations in class V students. namely the Define, Design, and Develop stages adopted from the FourD Thiagarajan model. The formulation of the problem in this study is how to develop a valid and effective snake ladder game learning media on math subjects operating material to calculate the V class fractions of elementary school in academic year 2017/2018. The results showed that the quality of the snake ladder game media in mathematics learning for elementary school students in grade V was included in the good category, with an average score of material aspects 68.2, from the media aspect 72.25, from a scale of 1-5. The results of the distribution of motivation questionnaires conducted in the field trials with a total of 17 students amounted to 98.42%. This means that the game of the snake game shows that the use of this snake game media has a good impact on improving the learning motivation of fifth grade students at SDN 24 Cakranegara.


Author(s):  
Widyasari Widyasari ◽  
Hadi Sutopo ◽  
Murniati Agustian

Mathematics in elementary school is difficult to understand, boring, formal, theoretical, and book-based learning, which makes students tired of listening and paying attention. The purpose of this study is to create a learning prototype based on QR codes, especially mathematics learning in elementary schools. Using the QR code, students can access math games related to the course. This learning model could encourage students to learn mathematics. The research included seven steps in research and development named after Borg &amp; Gall, such as need assessment, plan, early product development, first test, revise early product, field test and revise product. The object of the research is QR code-based learning, and the respondents are elementary school students and teachers. After analyzing data in the first and field test, researchers found the result. QR code-based learning could support children for learning mathematics.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


2020 ◽  
Vol 5 (4) ◽  
pp. 1087-1096
Author(s):  
Supriadi Supriadi

COMMUNITY SERVICE INNOVATION OF THE SCHOOL MATHEMATICS HEALTH CENTER (PUSKESMAS) IN LEARNING MATHEMATICS BASED ON THE TOWN SQUARE. The purpose of this study was to develop an innovation in the school’s mathematics health center in mathematics learning through city square-based mathematics learning. Descriptive method is used with subjects in early childhood and elementary school students who are in the location of the school mathematics health center. The instrument used by the researcher itself, data collection techniques using structured interviews, observation and documentation. The data analysis technique used triangulation, data reduction, data presentation and conclusion drawing. The results showed that the media presented at the Puskesmas were all new and they had not yet gotten them in their respective schools. The attitude of students who become happy, like, cheerful in learning mathematics and easy to understand mathematical concepts, and bring out the creativity of early age and elementary school students in learning mathematics. Student concentration also increases because the learning model used uses an individual approach, so that they can focus more on seeing the student learning process. Parents who accompany their children generally feel happy because their children enjoy learning mathematics. Puskesmas activities have an impact on early age and elementary school students to be happy learning mathematics, like learning with mathematics media, cheerful in following math tutoring and enjoy learning mathematics. This program is also highly supported by parents because it is very helpful in the learning process of their children and eases the family’s economic burden in education.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Rustam Rustam

This research was motivated by several reasons: (1) there was a misconception of some elementary school geometry materials that were considered essential; (2) the form of evaluation given was dominantly objective/multiple choice; (3) teachers' teaching methods tend not to be contextual; and (4) students' way of thinking simply to take the practical one. Through this research, it is expected to obtain information about: geometrical reasoning in elementary schools according to Bruner's theory, problem solving and mathematical representations. Theresearch was conducted in a descriptive analytic form, with the following steps: (1) giving questions for the geometry reasoning test for SMP; (2) analyzing answers according to the criteria of reasoning; and (3) mapping students' answers to the results of the analysis according to the profile criteria. The data obtained were analyzed, and the results were described to illustrate the condition of the geometric reasoning abilities of elementary school students. Theresults obtained in this study were: (1) The Mastery of the concept of geometry in each junior high school/equivalent. The target with the acquisition of an average score from all schools was 55, which was quite low because there were some students who did not master the concept of geometry and there were other mathematical concepts related to solving test questions; (2) There was no significant difference in the mastery of geometry concepts for male or femalestudents for each SMP/equivalent target, except for one school, namely SMP Negeri 17, which was because males are superior to females in three questions with a difference in the percentage of numbers of significantly correct; (3) The mastery of geometry concepts in each junior high school. The target of studying each geometry material was considered good, except for question number 1 with the subject of the Pythagorean Theorem, because students were dominant in not being able to use the relationship between concepts, especially the operation ofthe compounding form and the roots.


Author(s):  
Achmad Chuseri ◽  
Titi Anjarini ◽  
Riawan Yudi Purwoko

Learning media is an important tool in learning proces, especially learning media that are made based on student needs and characteristics. One of learning media that is effectively applied at the primary school level is a module. This study aims to produce and determine the feasibility of mathematics learning media in the form of HOTS integrated realistic-based modules on volume building materials (cubes and blocks) as learning media for fifth grade elementary school students. The subjects of study were six students of grade V SD Negeri Sindurjan. The research method was used R&D (Research and Development) using ADDIE model. The ADDIE model consists of analysis, design, development, implementation, evaluation. Based on the results of research (1), a HOTS integrated realistic mathematics module development product is produced. (2) The validation results obtained from the evaluation of media experts by 3.20 and material experts by 3.65. From the two results, it was developed to be 3.40 or > 3.25, the very valid category. (3) The practicality questionnaire was obtained from the student response assessment of 3.40 or > 3.25 with the very practical category. Thus the HOTS integrated realistic-based mathematics module is suitable for use as a learning medium for fifth grade elementary school students.


Jurnal Varian ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 1-5
Author(s):  
Doni Dwiranata ◽  
Dewi Pramita ◽  
Syaharuddin Syaharuddin

Abstract: This study aims to develop and produce android-based mathematics learning media on the subject of three dimensions of point, line, and field positions in space, for class X high school students and find out the validity, effectiveness, and practicality of interactive multimedia-based learning media. This type of research is a research development in the form of a three dimensional interactive learning media. Media development refers to the ADDIE development model which includes 5 stages, namely Analysis, Design, Development, Implementation, Evaluation. The subjects of this study were students of class X IPA and students of class X IPS SMA Negeri 1 Maronge. The instruments used in this study were questionnaire validation of material experts and media experts, student questionnaire responses, and student evaluation tests. The results of the development research are: (1) The results of the validation of the material and the media obtain an average score of 36 with the category "quite valid"; (2) The results of the effectiveness of the media in small group trials have achieved 100% mastery learning in the "very effective" category; (3) The results of the practicality of the media in small group trials obtained an average score of 57 in the "very practical" category; (4) The results of the effectiveness of the media in large group trials gained mastery learning reaching 80% with the category of "effective"; and (5) The practicality of the media in the large group test obtained an average of 54,485 in the "practical" category.


2019 ◽  
Vol 1 (1) ◽  
pp. 29-40
Author(s):  
Riani Ika Oktafianti ◽  
Riawan Yudi Purwoko ◽  
Erni Puji Astuti

The purpose of this study was to develop a culture-based mathematics learning model through traditional Javanese games and find out the feasibility so that it could be used for elementary school students. This development research uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Through these stages of development, it  produce culture-based mathematics learning model through traditional Javanese games products with the main products in the form of model books, student books, teacher books, syllabus, lesson plans, and student worksheets. The research subjects were 19 fourth grade students at Klegenwonosari Elementary School. The data collection techniques in this study were carried out test and non-test. The data analysis technique in this study was in scores and percentages. Starting from the needs analysis of learning models, culture-based needs analysis, and curriculum analysis it is known that the use of mathematical learning models through traditional games has been done but outside learning, students were lack of knowledge about the traditional Javanese culture games that were Gobag Sodor and Engklek. Based on the results of the study, the mathematical learning model through traditional Javanese games fulfills the valid criteria with an average score of 3.79 from the model expert's assessment. Fulfill the effective criteria by obtaining the results of completeness of students 84.21% and get very positive students responses with a percentage of 90.90%. Therefore, Culture-based Mathmatics learning model through traditional Javanese games is suitable for elementary students. Keywords: traditional Javanes games, mathematics models, ethnomatematics


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