scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS GEOGEBRA DENGAN PENDEKATAN TEORI VAN HIELE PADA POKOK BAHASAN NILAI MAKSIMUM DAN MINIMUM

2019 ◽  
Vol 8 (2) ◽  
pp. 30-40
Author(s):  
I G. D Kurniawan ◽  
I M Sugiarta ◽  
G Suweken

AbstrakPenelitian ini adalah penelitian pengembangan yang bertujuan untuk menghasilkan produk media pembelajaran matematika berbasis Geogebra dengan pendekatan teori van Hiele pada pokok bahasan nilai maksimum dan minimum. Model pengembangan yang digunakan adalah Model 4-D (define, design, develop, disseminate) tetapi hanya dilaksanakan hingga tahap 3 (develop).Teknik anaisis data yang digunakan adalah teknik analisis data deskriptif kualitatif dan kuantitatif. Penelitian dilaksanakan di SMA Negeri 2 Negara dengan melibatkan 9 orang sebagai peserta uji coba. Terdapat tiga aspek yang dikaji dalam pengembangan media pembelajaran ini, yaitu: (1) kevalidan, (2) kepraktisan, dan (3) keefektifan. Hasil penelitian menunjukkan bahwa rata-rata skor dari ahli media pembelajaran adalah 4,67(sangat tinggi), oleh pengajar adalah 4,30 (sangat tinggi), persentase kepraktisan oleh guru 97,75% (sangat tinggi),persentase kepraktisan siswa sebesar 90% (sangat tinggi), dan hasil tes efektifitas media pembelajaran adalah 88,89%.Berdasarkan hasil uji coba tersebut media yang dikembangkan memenuhi kriteria valid, praktis, dan efektif dalam pokok bahasan nilai maksimum dan minimum. KataKunci:Geogebra, Maksimum, Media, Minimum, Teori van Hiele  AbstractThis research is a development research that aimed to produce Geogebra-based mathematics learning media based on the van Hiele learning theory, subject of maximum and minimum values. The development model used is the 4-D Model (define, design, develop, disseminate) but the model is only execated up to the third stage (i.e. development stage). Data analysis used are qualitative and quantitative descriptive data analysis techniques. The study was conducted in SMA N 2 Negara involving 9 people as trial participants. There are three aspects studied in the development of this learning media, namely: (1) validity, (2) practicality, and (3) effectiveness. The results showed that the average score of the learning media expert is 4.67 (very high), by the teacher is 4.30 (very high), the percentage of practicality by the teacher is 97.75% (very high), the percentage of student practicality is 90% (very high), and the results of the learning media effectiveness test are 88.89%. Based on the results of the trial, the developed media meets the criteria of validity, practicality, and effectiveness in the subject matter of maximum and minimum values. Keywords: Geogebra, Maxsimum, Media, Minimum, van Hiele Theory

2017 ◽  
Vol 3 (1) ◽  
pp. 91-100
Author(s):  
Putri Amanda Siregar ◽  
Rosliana Siregar

This research aims to determine the effect of using comics media mathematics with the help of powerpoint on motivation and results of students’ mathematics learning on the subject of the matrix inverse order 2x2. This research was conducted in SMK Istiqlal Delitua. The population in this research are 486 students of class X. The sampling in this research using purposive sampling technique are 35 students of class X.AP-1. Based on the results of the test data requirements known that motivation data as well as results of the students’ mathematic learning are distributed normally. Motivation data an average score is 99,2 while the results of students’ mathematics learning data an average score is 19,6. Based on data analysis known that: (1) comics media mathematics are positive and significant impact on motivation to mathematic learn, where t test was obtained thitung = 3,1914 ˃ ttabel = 1,692. The index determination I = 12,5%, it means that comics media mathematics accounted 12,5% with motivation onof mathematic learning; (2) comics media mathematics are positive and significant with the results of students’ mathematics learning. Based on t test was obtained thitung = 6,19 ˃ ttabel = 1,692. The index determination I = 53,77%, it means that comics media mathematics accounted for 53,77% of the increase in the results of students’ mathematics learning.


2019 ◽  
Vol 10 (1) ◽  
pp. 49-56
Author(s):  
Izomi Awalia ◽  
Aan Subhan Pamungkas ◽  
Trian Pamungkas Alamsyah

Penelitian ini bertujuan untuk mengembangkan media pembelajaran animasi PowToon pada mata pelajaran matematika di kelas IV, khususnya materi keliling dan luas bangun datar. Penelitian ini merupakan jenis penelitian dan pengembangan atau Research and Development (R&D) dengan menggunakan model 4-D (define, design, development, and disseminate). Subjek penelitian ini adalah siswa kelas IV SDN Karangtumaritis yang berjumlah 22 siswa. Data dikumpulkan dengan tes, observasi, angket, dan dokumentasi. Analisis data dilakukan dengan analisis deskriptif. Hasil penelitian didapatkan, 1) skor rata-rata dari validasi ahli dengan persentase sebesar 88% yang termasuk dalam kategori “sangat layak”; 2) skor rata-rata kepraktisan dengan persentase sebesar 93,33% yang termasuk dalam kategori “sangat praktis”; 3) skor rata-rata dari respon siswa dengan persentase sebesar 94,73% yang termasuk dalam kategori “sangat baik”; 4) skor rata-rata dari post test sebesar 76,14 yang termasuk dalam kategori baik sehingga dapat disimpulkan bahwa media pembelajaran animasi PowToon dapat memberikan pemahaman kepada siswa kelas IV mengenai mata pelajaran matematika pada materi keliling dan luas bangun datar.This research aims to develop PowToon animation learning media on mathematical subjects in grade IV, especially on the material circumference and area of plane. This research was the kind of Research and Development (R&D) using the 4-D model (define, design, development, and disseminate). The subject of this research was the grade IV SDN Karangtumaritis with totalling 22 students. Data collected with the tests, observation, question form, and documentation. Data analysis was done with a descriptive analysis. The research results obtained, 1) the average score of validation experts with percentage of 88% that are included in the category of "highly feasible"; 2) the average score of practicality with a percentage of 93,33% is included in the category of "very practical"; 3) score the average of the percentage of students with response 94,73% are included in the categories "excellent"; 4) the average score of the post test of 76,14 are included in the categories “good” so it can be concluded that the PowToon animation learning media can give insight to grade IV on subjects of mathematics on the material circumference and area of plane.


Author(s):  
Resty Khairina Vevi Martyas Pratami ◽  
Dona Dinda Pratiwi ◽  
Mohammad Muhassin

This research was conducted to determine the appropriateness of learning media and to know the response of the learners to the mathematics learning media assisted by Adobe Flash through ethnomathematics on Lampung Traditional House for eight grade of junior high school on polyhedron subject. This research type was research and development (R&D). The research and development steps were based on the Bord and Gall model. The instrument of data collecting was questionnaire with Likert scale. The data analysis technique used in this research was quantitative descriptive data analysis. The result of the research of mathematics learning media assisted by Adobe Flash through Ethnomathematics at Lampung Traditional House obtained the average value of material experts 3.62, media experts 3.47, linguists 3.67, and cultural experts 3.50 with "Valid" criterion and worth to use. The students’ response to learning media in small group trials obtained the "interesting" criterion with an average score 3.24 and in large group trials obtained a "very interesting" criterion with an average score 3.47. The teacher's response to learning media earned the "excellent" criterion with an average score 3.45.


2018 ◽  
Author(s):  
Dewi Putri Handayani ◽  
Rahadian Zainul ◽  
Fajriah Azra

Abstract— This research is aimed to produce a prezi multimedia based on Problem Based Learning (PBL) in Basic Law of Chemistry material and to determine the level ov validaty and practicality based on media’s function. This research is Researc and Development (R&D) which applies 4-D madel: define, design, develop, and disseminate. The research is done until development stage. Determining the level of validity and practicality are done by Chemistry lecturer, Chemistry teacher,and students of class XI IPA SMAN 1 Bukittinggi. The research instrument is questionnaire which consists of validity questionnaire and practicality questionnaire. The technic of data collection is done by distributing questionnaire. The data is analyzed by using moment kappa. From the data analysis,it is found that Prezi Multimedia based on Problem Based Learning (PBL) in Basic Law of Chemistry material has moment kappa validity about 0,85 with very high level of validity, moment kappa practicality from teacher’s evaluation about 0,86 with very high level of practicality, and moment kappa practicality from student’s evaluation about 0,80 with high level of practicality. The learning media that have been developed is proved valid and practical, so it can be used on Chemistry learning process in class X IPA at SMAN 1 Bukittinggi.


2018 ◽  
Vol 5 (2) ◽  
pp. 196
Author(s):  
St. Nur Humairah Halim ◽  
Muhammad Darwis ◽  
Awi Dassa

AbstrakPenelitian ini merupakan penelitian pengembangan yang bertujuan untuk mengembangkan perangkat pembelajaran berbasis kontekstual dengan strategi relating, experiencing, applying, cooperating, transfering (REACT) pada siswa SD Inpres Karunrung Makassar dengan materi perbandingan dan skala yang meliputi buku siswa (BS), lembar kegiatan siswa (LKS), dan rencana pelaksanaan pembelajaran (RPP). Subjek penelitian ini adalah siswa kelas Va SD Inpres Karunrung Makassar yang berjumlah 26 orang. Prosedur pengembangan yang digunakan dalam penelitian ini adalah model 4D (define, design, develop, and disseminate). Hasil dari ujicoba terbatas menunjukkan bahwa perangkat pembelajaran yang dihasilkan telah bersifat praktis dan efektif. Hasil analisis data adalah siswa jadi lebih aktif dalam proses pembelajaran, guru dapat membimbing kelompok bekerja dan belajar, tingkat kemampuan guru dalam mengelola proses pembelajaran dengan menggunakan pendekatan kontekstual dan strategi REACT termasuk dalam kategori sangat tinggi, artinya penampilan guru dapat dipertahankan, skor rata-rata yang diperoleh siswa pada tes hasil belajar (THB) adalah 75,69 dari skor ideal 100 dengan standar deviasi 12,43, dimana 21 dari 26 siswa atau 80,77% memenuhi ketuntasan individu yang menunjukkan bahwa ketuntasan klasikal tercapai dan pada umumnya siswa memberikan respon positif terhadap perangkat pembelajaran yang digunakan. Abstract This Research is research development (Research and Development) that aim to develop Tool of Mathematical Contextual-Based Learning with Relating, Experiencing, Applying, Cooperating, Transfering (REACT) strategies at Students of Inpres Karunrung Makassar Elementary School to the subject comparison and scale that includes student books, student activity sheets, and lesson plan execution. This subject research is student of class of Va class in Inpres Karunrung Makassar Elementary School with students amount as 26 people. Development procedures used in this study is a model or models 4D (Define, Design, Develop, and Disseminate). The results of the limited trial showed that the mathematics learning was effective and practical. Result of data analysis are student become more active in the learning process, the teacher can guide the group to work and learn, the level of teacher ability in the lerning process by using contextual based learning with REACT strategy to a higher category, meaning that the teacher performance can be maintained, the average score obtained by students on achievement test is the ideal score of 75,69 from 100 with standard deviation 12,43, where 21 from 26 student or 80,77% of individuals who meet the exhaustiveness show that classical achieved, student responded positively to the learning device used generally. 


EDUTECH ◽  
2016 ◽  
Vol 15 (1) ◽  
pp. 60
Author(s):  
M. Yamin

Abstract, The purpose of this study is to examine the improvement of students' learning outcome using inquiry learning strategy and to find out the increase of mathematics learning activities using inquiry learning strategy. This study is an action research which was held at SMAN 2 Bagan Sinembah. The subject is students of Class XII IPA-2 in the academic year 2014/2015 which consists of 40 people, 11 male students and 29 female students. This study was conducted in two cycles, each consists of three meetings. A test was conducted at the beginning and at the end of each cycle in order to see students' mathematical communication ability. The results of cycle I showed that students' average score was 72.7 with 25 students complete and 15 students incomplete and the classical completeness was 62.5%.  In the second cycle, the average score was 82.65 with 37 students complete and 3 students incomplete and the classical completeness was 92.5%. There was an increase of 9.5  points on students' learning outcome and hence it can be concluded that inquiry learning strategy leads students' activities to be in good category.Keywords: learning outcome, students' mathematical activities, inquiry learning strategy Abstrak, Tujuan dari penelitian ini adalah untuk mengetahui peningkatan hasil belajar dan peningkatan aktivitas proses pembelajaran matematika siswa dengan menggunakan strategi pembelajaran inkuiri. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan di SMA Negeri 2 Bagan Sinembah Kecamatan Bagan Sinembah. Subjek penelitian adalah siswa kelas XII IPA-2 tahun pelajaran 2014/2015 sebanyak 40 orang yang terdiri dari 11 orang laki-laki dan 29 orang perempuan. Penelitian ini terdiri dari 2 siklus yaitu siklus I terdiri dari 3 pertemuan dan siklus II terdiri dari 3 pertemuan. Tes kemampuan matematika siswa dilakukan di awal dan akhir setiap siklus. Adapun hasil dari penelitian ini dapat dilihat dari: (1) Hasil tes ulangan kemampuan matematika siswa siklus I diketahui nilai rata-rata 72,75, tuntas 25 orang, tidak tuntas 15 orang, ketuntasan klasikal 62,5%; (2) Hasil tes ulangan kemampuan matematika siswa siklus II diketahui nilai rata-rata 82,65, tuntas 37 orang, tidak tuntas 3 orang, ketuntasan klasikal 92,5%, dan peningkatan hasil belajar matematika siswa naik 9,5 poin; (3) Pembelajaran dengan menggunakan strategi pembelajaran inkuiri membuat aktivitas siswa berkategori baik dalam pembelajaran. Kata Kunci : Hasil Belajar, Aktivitas Matematika Siswa, Strategi Pembelajaran Inkuiri.


Author(s):  
Endang Istikomah ◽  
Astri Wahyuni

This study aim to describe the student’s mathematics anxiety on the use of technology in mathematics learning. It is a quantitative descriptive research by involving second year students of Mathematics Education Program  in Universitas Islam Riau (UIR) who took Technology-based Mathematics Learning course. They were selected based on saturation sampling. Data were collected through questionnaire, in-depth interview and documentation. The results show the high level of each dimension of mathematics anxiety among students. The average score in each indicator of cognitive, affective, and physiological dimension were high. In addition, interview revealed that most of the students expressed their anxiety in the first lecture and when obtained the task of applying particular software in mathematics learning. It is mainly due to unpreparedness and lack of knowledge about the application of software. Based on the results, it can be concluded that the level of students’ mathematics anxiety is relatively high.  Keywords: Mathematics anxiety, Technology-based, Mathematics learning,


2016 ◽  
Vol 3 (1) ◽  
pp. 39-49
Author(s):  
Kardi Manik ◽  
Abdul Gafur

Penelitian ini bertujuan untuk: (1) meningkatkan aktivitas belajar dengan penerapan model pembelajaran two stay two stray berbantuan multimedia, dan (2) meningkatkan hasil belajar IPS siswa kelas IX-A SMP Negeri 1 Sidamanik Sumatera Utara. Penelitian ini merupakan penelitian tindakan kelas (PTK) dengan menggunakan desain Kemmis & Taggart, yang terlaksana dalam dua siklus. Teknik pengumpulan data yang digunakan adalah observasi, tes hasil belajar, dan dokumentasi. Teknik analisis data yang digunakan deskriptif kuantitatif. Hasil penelitian adalah: (1) penerapan model pembelajaran two stay two stray berbantuan multimedia dalam pembelajaran IPS dapat meningkatkan aktivitas belajar siswa: pada kondisi awal siswa yang aktif hanya 55,56 %, pada siklus I meningkat menjadi 59,10%, dan pada siklus II menjadi 85,50%. (2) pembelajaran IPS dengan penerapan model kooperatif two stay two stray berbantuan multimedia dapat meningkatkan hasil belajar siswa: dari kondisi awal rata-rata hasil belajar siswa 68,61, meningkat pada siklus I menjadi 71,94 dan pada siklus II menjadi 82,10. Dengan demikian ketuntasan klasikal meningkat dari kondisi awal 58,33%, pada siklus I menjadi 77,78%, dan pada siklus II menjadi 100%. THE IMPLEMENTATION OF THE MULTIMEDIA-AIDED TWO STAY TWO STRAY MODEL TO IMPROVE LEARNING ACTIVITIES AND LEARNING ACHIEVEMENT IN SOCIAL STUDIESAbstractThis study aims to: (1) improve learning activities by means the implementation of the two stay-two stray instructional model, and (2) improve the learning achievement Social Studies of class IX-A, SMP Negeri 1 Sidamanik Sumatera Utara. This study is classroom action research (CAR) consisting of two cycles, using Kemmis & Taggart design. The data collection techniques used were observation, achievement test, and documentation. The data analysis used the quantitative descriptive. The results are as follows. (1) The implementation of media-aided two stay two stray instructional model in social studies teaching can enchance learning activities and learning achievement. There is an increase in students’ learning activities: in the precycle, only 55.56%, in cycle I, the average score of students’ activities was 59.10 % and it became 85.50% in cycle II. (2) There is an increase in students’ the average of learning achievement: in the precycle, only 68.61, in cycle I, the average score of of learning achievement was 71.94 and it became 82.10 in cycle II. There is an increasing mastery of classical learning. In the precycle, only 58.33% of  students achieved learning mastery, in cycle I, it became 77.78%, and in cycle II, it became 100%.


2018 ◽  
Vol 1 (2) ◽  
pp. 147 ◽  
Author(s):  
Edi Wibowo ◽  
Dona Dinda Pratiwi

This study aims to develop e-module teaching materials by applying kvisoft flipbook maker on the subject of the set. To view teacher and learner responses to e-module teaching materials using the kvisoft flipbook maker application on the subject of the set. The method of this research was conducted using Research & Development method of Borg and Gall model which has been modified by Sugiyono covering 7 stages: 1) Potential and Problem, 2) Collecting Data, 3) Product Design, 4) Design Validation, 5) Design Revision, 6) Product Trial, 7) Product Revision. The results of this study indicate that the value of feasibility by the material experts scored an average of 3.23 with good criteria and value of feasibility by media experts with an average score of 3.28 with very good criteria, while the value of feasibility by linguists got a flat score 3.02 with good criteria. The response of the students was very interesting, with the achievement of the average score of 3.33 small group trials and the achievement of the average score of 3.49 field trials, the teacher's test response was very interesting with the achievement of an average score of 3.64. This shows that the e-module using the kvisoft flipbook maker application generated in this study is considered feasible for use in the mathematics learning of the set matter.


2019 ◽  
Vol 5 (1) ◽  
pp. 154
Author(s):  
Faried Fatchurrahman ◽  
Andun Sudijandoko ◽  
Achmad Widodo

The purpose of this study was to analyze the comparison of the effect of ladder drills in out training and ladder drills ickey shuffle exercises on increasing speed and agility in students of futsal extracurricular activities at SMA 1 Krian. The method used in this research is quantitative descriptive method with a quasi-experimental method. The population in this study were all students who participated in futsal extracurricular activities of SMAN 1 Krian with the number of the subject of 30 students. The design of this study uses only matching design with data analysis using ANOVA. The results showed that the ladder drills in out exercise significantly affected the increase in speed and agility and the ladder drills ickey shuffle exercise had a significant effect on increasing speed and agility. The conclusion of this study was that the ladder drill in out and the ickey shuffle significantly influence speed and agility.


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