scholarly journals Pengembangan multimedia interaktif dengan pendekatan kontekstual untuk meningkatkan pemecahan masalah kemampuan matematika

2019 ◽  
Vol 6 (1) ◽  
pp. 104-115
Author(s):  
Achmad Buchori

Titik balik perkembangan dunia pendidikan adalah ketika pendidikan tersebut telah berhasil secara terus menerus mencetak kader-kader bangsa yang di dalam diri setiap individunya mempunyai karakteristik dan keahliannya masing-masing. Jadi di sekolah formal peserta didik perlu untuk meningkatkan kemampuan pemecahan masalah mereka sendiri. Tujuan dari penelitian ini adalah untuk menghasilkan multimedia pembelajaran dengan pendekatan kontekstual untuk materi sistem koordinat. Jenis penelitian ini adalah penelitian research and development yang meliputi modifikasi desain Four-D, meliputi defining, designing, development, dan producting (produksi) hasil final media dalam bentuk multimedia interaktif dengan pendekatan kontekstual. Uji kelayakan melibatkan ahli materi, ahli media dan hasil respon dari 35 peserta didik. Desain eksperimen yang digunakan dalam penelitian dan pengembangan ini menggunakan pretest-posttest control group, dimana kelas eksperimen dan kelas kontrol diberikan tes sebelum dan sesudah perlakuan. Penelitian ini dilakukan di Sekolah Menengah Pertama Negeri 3 Semarang pada kelas VIII semester 1.Kata Kunci: Multimedia interaktif, pendekatan kontekstual, kemampuan pemecahan masalah Development of interactive multimedia with contextual approach to improve student problem solving mathematics ability Abstract            The turning point in the development of the world of education is when education has succeeded in continuously producing national carders who in each individual have their own characteristics and expertise. So in formal school, students need to improve their own problem solving skills. The purpose  of this study is to produce multimedia learning with a contextual approach to the subjects of the coordinate system. The type of research is R&D which includes modification of the Four-D Model including defining, designing, development, and producing the final result of the media in the form of multimedia interactive with  a contextual approach. The feasibility test involved material experts, media experts and the results of responses form 35 students. The experimental design used in this research and development used  a pretest-protest control group, where the experimental class and a control class were given tests before and after treatment. This research was conducted at Sekolah Menengah Pertama Negeri 3 Semarang in class VIII semester I.Keywords: Interactive multimedia, contextual approach, problem solving skills

Gamification ◽  
2015 ◽  
pp. 472-487 ◽  
Author(s):  
Hui-Chun Chu ◽  
Chun-Ming Hung

In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two classes of the elementary school participated in the experiment. One class of 30 students was selected as the experimental group, and the other class of 29 students was the control group. From the experimental results, it was found that the proposed game development-based learning approach could effectively promote the students' problem-solving skills. However, the students' learning achievement and motivations were quite different from our expectations. A discussion of the experimental group interview data is provided and suggestions made.


2020 ◽  
Vol 9 (4) ◽  
pp. 465-476
Author(s):  
E. Purwaningsih ◽  
S. P. Sari ◽  
A. M. Sari ◽  
A. Suryadi

This study aims to investigate the effect of Science, Technology, Engineering, and Mathematics-Project Based Learning (STEM-PjBL) and discovery learning on students' problem-solving abilities. The research is a Quasi-Experiment with a Nonequivalent Pretest-Posttest Control Group Design. The participants involved are 53 students of class X from a high school in Malang, where 28 students studied with STEM-PjBL, and 25 students studied with discovery learning. This research was conducted on the subject of impulse and momentum. In this analysis, researchers have developed problem-solving tools with a particular field approach to impulse and momentum topics in order to obtain an instrument with a reliability of  0.81. This instrument collects student problem-solving data before and after learning both in the experimental class and in the comparison class. Problem-solving skills data were analyzed using descriptive statistics and inferential statistics. The results showed a significant difference in the scores of students' problem-solving abilities in the experimental class and the comparison class (p<0.05). The problem-solving ability in the experimental class (Md=78.74) was higher than the comparison class (Md=70.00). In STEM-PjBL learning, students are better trained and challenged to solve problems in everyday life. Compared to the comparison class, learning in the experimental class is more able to accommodate students' ideas and make students more interested in learning. In conclusion, STEM-PjBL has a significant positive effect on improving students' problem-solving abilities rather than discovery learning.


2021 ◽  
Vol 5 (2) ◽  
pp. 308
Author(s):  
Tunjung Sekarwangi ◽  
Kus Eddy Sartono ◽  
Ali Mustadi ◽  
Abdulah Abdulah

Learning activities carried out online have several drawbacks. In online learning activities, teachers experience problems carrying out learning activities. These obstacles include the lack of appropriate media to be used in learning activities. The problems that occur indicate that in learning activities students have difficulty in understanding learning materials and learning motivation is still low. Therefore, in learning activities, teachers must prepare quality learning. One of the efforts that can be done to overcome these problems is through the use of appropriate learning media. So that it can improve the process and better learning outcomes. This study uses a research and development (R&D) approach. The purpose of this research is to develop learning technology in the form of interactive multimedia based on problem-based learning. The steps used in this research and development is the ADDIE development model. The research data was obtained through a media validation sheet instrument by an expert. Data analysis was carried out quantitatively descriptively. The results of the media feasibility test based on the validation results obtained a value of 80%. Based on the results of the research that has been done, it can be concluded that interactive multimedia based on problem-based learning is feasible to be used in learning activities. The results of this study imply that the use of interactive multimedia based on problem-based learning plays an important role in the effectiveness of learning activities.


2020 ◽  
Vol 2 (2) ◽  
pp. 76-88
Author(s):  
Haizatul Masnaiyah ◽  
Sri Susanti Tjahja Dini

The outbreak of the coronavirus disease (Covid 19) in Indonesia has prompted the Ministry of Education and Culture and the Ministry of Religion to urge schools to organize distance learning. Because of this appeal, schools and madrasas organize distance learning activities, including MTs Nidhomiyah Surowono, Badas District. However, the distance learning of fiqh subjects is only providing assignments through the WA group and there is no feedback from the teacher. This phenomenon causes the problems solving skills of the students to become low. So research and development (R & D) were done on the fiqh subjects to describe 1) the steps for developing somatic-auditory-visualization-intellectually (SAVI) approach through distance learning, and 2) the effectiveness of developing somatic-auditory-visualization-intellectually approach (SAVI) to increase the problem-solving skills on the fiqh subjects through distance learning. This research used the research and development (R & D) approach Borg and Gall model that combined with the ADDIE model. The testing model used an experimental pretest-posttest control group design. The result of the pretest and posttest were analyzed by the test of normality, homogeneity, N-gain scores, and independent-sample t-test with IBM SPSS Statistics version 21. The results showed that the SAVI approach was quite effective in improving students' problem-solving skills. This can be seen based on the results of the pre-test and post-test in the experimental class compared to the control class. From the experimental class, it was obtained that the pre-test results had an average of 52, but after receiving the SAVI approach, the post-test score was 67. Far different from the control class whose initial class average score was 49 to 56. This is also supported by the mean results of the N-gain score for the experimental class was 33.5513 or 33.6 which was included in the moderate or moderately effective criteria.


2021 ◽  
Vol 4 (1) ◽  
pp. 17-24
Author(s):  
Mazetha Ramadayanty ◽  
Sutarno Sutarno ◽  
Eko Risdianto

 ABSTRAK Penelitian ini merupakan penelitian dan pengembangan (R&D) yang bertujuan untuk mendeskripsikan kelayakan dan karakteristik e-modul fisika berbasis multiple representation untuk melatihkan keterampilan pemecahan masalah siswa SMA pada materi alat optik. Model pengembangan yang digunakan pada penelitian ini adalah model pengembangan 3D yaitu define, design, dan develop. Tahap define terdiri dari merancang instrumen untuk tahap define, analisis RPP, analisis perangkat pembelajaran (modul). Tahap design terdiri dari rancangan e-modul dan rancangan instrumen untuk mengevaluasi e-modul. Tahap develop terdiri dari pengembangan instrumen untuk mengevaluasi e-modul dan validasi ahli serta revisi berdasarkan hasil validasi ahli. Berdasarkan hasil validasi ahli, diperoleh persentase skor rata-rata pada aspek media adalah 78% dengan kategori valid, aspek isi sebesar 76% dengan kategori valid, aspek penyajian sebesar 81% dengan kategori sangat valid dan aspek bahasa sebesar 76% dengan kategori valid dengan nilai rata-rata keseluruhan sebesar 78% dengan kategori valid. Berdasarkan hasil validasi yang telah dilakukan oleh ahli dapat disimpulkan bahwa e-modul yang dikembangkan sudah “layak” untuk digunakan. Karakteristik e-modul antara lain: isi e-modul berbasis multiple representation, representasi yang digunakan ditunjukkan untuk menstimulus keterampilan pemecahan masalah siswa dan kegiatan pendahuluan pembelajaran serta soal pada e-modul melatihkan keterampilan pemecahan masalah siswa. Kata kunci: Penelitian dan Pengembangan, e-modul, multiple representation, keterampilan pemecahan masalah ABSTRACT This research was a research and development (R&D) which aims to describe the feasibility and characteristics of multiple representation-based physics e-modules to train high school students' problem solving skills in optical instrument material. The development model used in this study was a 3D development model, namely define, design, and develop. The define stage consists of designing instruments for the define stage, RPP analysis, analysis of learning tools (modules). The design stage consists of e-module design and instrument design for evaluating the e-module. The develop stage consists of developing instruments for evaluating the e-module and expert validation and revisions based on the results of expert validation. Based on the results of expert validation, the percentage of the average score on the media aspect is 78% with the valid category, the content aspect is 76% with the valid category, the presentation aspect is 81% with the very valid category and the language aspect is 76% with the valid category with the value the overall average is 78% with the valid category. Based on the validation results that have been carried out by experts, it can be concluded that the e-module developed is feasible with the characteristics of e-module, including: the content of e-module based on multiple representation, the representation used is shown to stimulate student problem solving skills and preliminary learning activities as well as questions on the e-module train students' problem solving skills. Keywords: Research and Development, e-module, multiple representation, problem solving skills


2019 ◽  
Vol 7 (2) ◽  
pp. 71 ◽  
Author(s):  
Risma Valentina Fitriyani ◽  
Supeno Supeno ◽  
Maryani Maryani

Tujuan dari Penelitian ini adalah untuk menganalisis pengaruh Lembar Kerja Siswa (LKS) kolaboratif pada model pembelajaran berbasis masalah terhadap keterampilan pemecahan masalah fisika siswa SMA pada materi gerak parabola. Jenis penelitian ini adalah quasi eksperimen dengan desain berupa pretest and posttest control-group design. Populasi yang digunakan dalam penelitian adalah siswa kelas X SMAN 5 Jember. Setelah menentukan populasi, peneliti akan memilih 2 sampel menggunakan purposive sampling. Instrumen pengumpulan data menggunakan lembar penilaian pretest dan posttest yang berisi soal-soal essay. Perlakuan pada kelas eksperimen adalah berupa model pembelajaran berbasis masalah yang disertai LKS kolaboratif, sedangkan pada kelas kontrol menggunakan model pembelajaran berbasis masalah tanpa LKS kolaboratif. Teknik pengumpulan data yang digunakan untuk memperoleh data keterampilan pemecahan masalah adalah menggunakan data pretest dan posttest. Instrumen pengumpulan data menggunakan lembar penilaian pretest dan posttest. Rata-rata nilai keterampilan pemecahan masalah pada kelas eksperimen yaitu sebesar 72,22 dan kelas kontrol sebesar 45,46. Peneliti menggunakan uji t yaitu independent sample t-test dan diperoleh hasil Sig.(2-tailed) adalah sebesar 0,00. Jadi dapat disimpulkan bahwa LKS kolaboratif pada model pembelajaran berbasis masalah berpengaruh secara signifikan terhadap keterampilan pemecahan masalah fisika siswa SMA. Hasil penelitian ini membawa implikasi bahwa LKS kolaboratif dapat digunakan dalam implementasi pembelajaran berbasis masalah sebagai bentuk bantuan bagi siswa untuk membelajarkan keterampilan pemecahan masalah.The purpose of this study was to analyze the effect of collaborative student worksheets through problem-based learning model on physics problem-solving skills of high school students for parabolic motion. This study was conducted in quasi-experimental using a pretest and posttest control group design. The population in this research is class X SMAN 5 Jember. After determining the population, the researcher will choose two samples using purposive sampling. Data collection instrument using pretest and posttest response sheets containing essay problem-based. In the experimental class, the treatment was given in the form of a problem-based learning model accompanied by the collaborative student worksheet, while in the control class, it used a problem-based learning model without a collaborative student worksheet. Data collection techniques used to obtain data on problem-solving skills are using pretest and posttest data. The instrument of data collection uses the assessment sheet pretest and posttest. The average value of problem-solving skills in the experimental class is 72.22, and in the control class is 45.46. Researcher using the t-test, namely the independent sample t-test and the result of Sig. (2-tailed) is 0,00. So it can be concluded that collaborative student worksheets on the problem-based learning model significantly influence the physics problem-solving skills of high school students. The results of this study implicate that collaborative student worksheets can be used in the implementation of problem-based learning as a form of assistance for students to teach problem-solving skills. 


2020 ◽  
Vol 10 (2) ◽  
pp. 21-38 ◽  
Author(s):  
Benjamin Emihovich ◽  
Nelson Roque ◽  
Justin Mason

In this study, the authors investigated if two distinct types of video gameplay improved undergraduates' problem-solving skills. Two groups of student participants were recruited to play either a roleplaying video game (World of Warcraft; experimental group) or a brain-training video game (CogniFit; control group). Participants were measured on their problem-solving skills before and after 20 hours of video gameplay. Two measures were used to assess problem-solving skills for this study, the Tower of Hanoi and The PISA Problem Solving Test. The Tower of Hanoi measured the rule application component of problem-solving skills and the PISA Problem Solving test measured transfer of problem-solving skills from video gameplay to novel scenarios on the test. No significant differences were found between the two groups on either problem-solving measure. Implications for future studies on game-based learning are discussed.


Author(s):  
Putri Safrina Wahyuningtyas ◽  
Yani Setiani ◽  
Etika Khaerunnisa

This research is motivated by the low ability of problem solving skills of junior high school students. So that a learning model needed that can enhance this ability. The CORE model with open ended approach is believed to be able to improve problem solving skills in junior high school students. The research was conducted in Junior High School 8 Serang 2018/2019 academic year which aim to see the influence of CORE model with open ended approach on problem solving skills of junior high school students. The research method used in this study is quasi-experimental with the type of design that is the nonequivalent pretest posttest control group design. This studi involved two classes consisting of the experimental class and the control class. The population in this study were all students of class grade VII of Junior High School 8 Serang. The sample of this tudy was the VII A class as experimental class and VII B class as control class. The instrumen used in this study was a mathematical problem solving test instrument. The result of the study provide the conclution that there is an influence of CORE model with open ended approach on problem solving.


2018 ◽  
Vol 1 (2) ◽  
pp. 76
Author(s):  
Teguh Imam Agus Hidayat ◽  
Jozua Sabandar ◽  
Mumun Syaban

This study was a pretest-posttest designed control group experiment, aimed at reviewing the role of inductive-deductive approach on Islamic Junior High School students’ skills in mathematical problem solving and self efficacy. This research involved 56 grade eight students, a set of problem solving ability tests and a set of self efficacy scale. The result found that in the extent of mathematical problem solving skills and self efficacy, students who received problem solving-based learning achieved better quality than students who received conventional learning, either overall or based on the early mathematical ability (EMA). The interaction between learning and EMA in achieving and increasing problem solving skill showed no significant difference. Other than that, we found robust association between mathematical problem solving skills and self efficacy.


2020 ◽  
Vol 12 (4) ◽  
pp. 217-230
Author(s):  
Erkan Çalişkan

Robotics programming is a type of coding that combines mechanics and programming. Robotics technology facilitates coding instruction. Coding improves students' problem-solving skills. However, studies from the literature show that some teaching methods do not have a positive effect on coding skills. The aim of this study is to examine the effects of robotics programming training on secondary school students’ problem-solving skills. For this purpose, the study was conducted as a pretest - posttest quasi-experimental model without control group. 30 6th grade students (12 boys and 18 girls) from three secondary schools participated in this study. Activities were conducted with the VEX IQ Robot Kit during nine weeks. Before and after the process, problem-solving inventory and problem-solving skills perception scale were applied as pre- and post-test. As the scores obtained from the scales did not show a normal distribution, the difference between the pretest and posttest scale scores was examined by Wilcoxon signed rank test. As a result of the analysis, it was revealed that robotics programming helped students to develop problem-solving skills.


Sign in / Sign up

Export Citation Format

Share Document