scholarly journals PENGEMBANGAN BAHAN AJAR MATERI LINGKARAN BERBASIS PENDEKATAN REALISTIC MATHEMATICS EDUCATION UNTUK SISWA SMP/MTS

2021 ◽  
Vol 9 (4) ◽  
pp. 373-385
Author(s):  
Tuti Alawiyah ◽  
Kartini Kartini ◽  
Syarifah Nur Siregar

This study aimed to develop valid and practical circle materials based on a realistic mathematics education approach to facilitate the mathematical understanding ability of eighth-grade students of SMP/MTs. This research and development used the ADDIE development model covering the Analysis, Design, Development, Implementation, and Evaluation stages. The subjects of the small group trial were 6 eighth-grade students of SMPN 21 Pekanbaru. The data were collected using a validity sheet for validity and a questionnaire for practicality. Based on the results of the analysis of the obtained data, the average validity reached 85.5 with a very valid category and average practicality of 93.45 with a very practical category. Therefore, it can be concluded that the developed materials are valid and practical.

2020 ◽  
Vol 6 (3) ◽  
pp. 321-333
Author(s):  
Ningrum Astriawati

Penelitian ini mempunyai tujuan untuk mengembangkan media pembelajaran interaktif berbasis software sparkol videoscribe dengan model pendekatan Realistic Mathematics Education (RME) bidang navigasi pelayaran. Penelitian ini merupakan penelitian Research and Development (R&D) menggunakan metode ADDIE (Analysis, Design, Development, Implementation And Evaluation). Dalam menguji hasil media yang telah dikembangkan menggunakan pola one-group pretest- posttest design. Teknik pengumpulan data menggunakan teknik kuesioner, teknik observasi, dan teknik wawancara. Teknik analisis data menggunakan analisis deskriptif kuantitatif. Kategori  kualitas  produk menggunakan kategori Nieveen yaitu  (1)  valid,  (2)  praktis,  dan  (3)  efektif.  Hasil penelitian pengembangan media pembelajaran interaktif berbasis software sparkol videoscribe dengan model pendekatan Realistic Mathematics Education (RME) bidang navigasi pelayaran menunjukkan kategori valid, praktis dan efektif untuk meningkatkan motivasi belajar taruna.


2019 ◽  
Vol 3 (1) ◽  
pp. 86-98
Author(s):  
Seli Belyuni ◽  
Della Maulidiya ◽  
Agus Susanta

AbstrakTujuan dari penelitian ini untuk menghasilkan lembar kerja peserta didik berbasis realistic mathematics education dan pendidikan karakter pada materi bangun ruang sisi datar yang memenuhi kriteria efektif. Penelitian ini adalah penelitian pengembangan (Research and Development) dengan mengadopsi prosedur ADDIE yaitu analisis (analysis), perancangan (design), pengembangan (development), implementasi (implementation) dan evaluasi (evaluation). Efektifitas LKPD diujicobakan kepada 28 orang peserta didik kelas VIII E SMP N 15 Kota Bengkulu. Hasil penelitian menunjukkan bahwa LKPD termasuk dalam kategori sangat efektif dengan skor rata-rata 4,25 dengan pencapaian efektifitas : (1) aktivitas peserta didik dengan skor rata-rata 4,48; (2) aktivitas pendidik dengan skor rata-rata 4,71; (3) respon peserta didik dengan skor rata-rata 4,23; (4) hasil belajar peserta didik dengan skor rata-rata 4,18 dan presentase ketuntasan minimal 85,71%.Kata kunci : Efektifitas, Lembar Kerja Peserta didik (LKPD), Realistic Mathematics Education, Pendidikan Karakter AbstractThis research aims to produce student worksheet based on realistic mathematics education and character education on polyhedron material that is effective. This research was a developmental research (Research and Development) by adopting ADDIE procedure which are analysis, design, development, implementation, and evaluation. The effectiveness of LKPD was tested on twenty eight students of class VIII E.  The result showed that Student Worksheet based on Realistic Mathematics Education and Character Education on polyhedron material for junior high school grade VIII was very effective with an average score 4,25 with achievement of effectiveness : (1) activity of students with an average score 4,48; (2) activity of teacher with an average score 4,71; (3) the response of students with an average score 4,23; (4) the learning outcomes of students effective with an average score 4,18 and a minimum percentage of 85,71% mastery.Keywords : Effectiveness, Student Worksheet (LKPD), Realistic Mathematics Education, Character Education


2019 ◽  
Vol 10 (1) ◽  
pp. 1-10
Author(s):  
Melkior Wewe ◽  
I Wayan Juliawan

This research aims to generate a mathematics learning media characterized by valid and realistic mathematics education, describes the practicality of the learning media, and measures the results of the learning media toward the students’ learning outcome. This study uses the ADDIE Model which consists of five stages, namely: analysis, design, development, implementation, and evaluation. The final products of this research are the lesson plan (RPP) and student worksheet (LKS) which are characterized by realistic mathematics education. Based on the results of the study, the validity analysis of the developed lesson plan and students’ worksheet that is categorized as valid and in accordance with the classification of a good lesson plan and students’ worksheet. After an assessment and revision of the learning media had been conducted, the implementation of the learning media was carried out. Based on the results of the analysis, the practicality of the product obtains an average score of 88.45% with the highly practical criteria. The analysis of students’ responses toward the worksheet obtains an average score of 4.08 and has fulfilled the practical criteria. The analysis of the teacher’s responses toward the worksheet obtains an average score of 4.58 and has fulfilled the practical criteria. The results of the pretest and posttest analysis show that the developed products have met the effective criteria because the percentage of students' completeness in the pretest was 58.65% and posttest was 81.9% which increased by 23.25%.  


2020 ◽  
Vol 7 (3) ◽  
pp. 88
Author(s):  
I. K. Ardi Guna ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Tujuan dari dilakukan penelitian ini yaitu, 1) untuk mengetahui pengembangan media pembelajaran dengan menggunakan flash. 2) untuk mengetahui tingkat kelayakan media pembelajaran dengan menggunakan flash. Penelitian ini menggunakan jenis penelitian Research and Development (R&D), dengan model pengembangan ADDIE yang terdiri dari 5 tahap yaitu tahap Analysis (analisis), Design (desain/perancangan), Development (Pengembangan), Implementation (implementasi/eksekusi), dan Evaluation (evaluasi/umpan balik). Hasil penelitian ini adalah, 1) Media pembelajaran Berbasis flash telah dikembangkan dan diuji validitas kelayakannya. 2) hasil uji dari ahli materi sebesar 94,67% yang masuk pada kriteria sangat layak, hasil uji ahli media sebesar 82.67% dengan kriteria sangat layak, hasil dari uji coba kelompok kecil sebesar 92% yang masuk pada kriteria sangat layak, dan dari uji coba kelompok besar sebesar 93,73% dengan kriteria sangat layak. Berdasarkan hasil yang didapat, media pembelajaran berbasis flash ini sangat layak dari segi materi dan media serta dari tanggapan siswa, sehingga media ini secara keseluruhan sangat layak digunakan untuk kegiatan belajar mata pelajaran pemeliharaan listrik sepeda motor materi sistem penerangan untuk siswa SMK Teknik Bisnis Sepeda Motor (TBSM). Kata kunci: Media Pembelajaran, Adobe Flash Professional  CS6, sistem penerangan pada sepeda motor The purpose of this research is, 1) to determine the development of learning media by using flash. 2) to determine the level of learning media feasibility by using flash. This study uses a type of research Research and Development (R&D), with the ADDIE development model consisting of 5 stages, Analysis, Design, Development, Implementation, and Evaluation. The results of this research 1) Learning media on flash-based has been developed and tested. 2) The results by Material experts of 94.67% be included very feasible qualifications, the results by Media experts of 82.67% with very feasible qualifications, the results from a small group trial of 92% so it has very feasible qualifications, and large group trials got 93.73% with very feasible qualifications. Based on the results obtained, learning media on flash-based is very feasible in terms of material and media as well as from student responses so that this media as a whole is very feasible to use for learning activities electric motorcycle maintenance on lighting system lesson for high school students in motorcycle business engineering. Key words: Learning media, Adobe Flash Professional CS6, lighting system on motorcycle.


2018 ◽  
Vol 2 (2) ◽  
pp. 163
Author(s):  
Athi’ Hidayati ◽  
Mahfudiyanto Mahfudiyanto

<p><em>This study aims to: developing Islamic monopoly </em><em>contract </em><em>learning media in muamalah fiqh courses. This study uses a research and development model with a procedure that is simplified into three stages according to the ADDIE model (Analysis, Design, Development or Production, Implementation, Delivery and Evaluation).</em><em></em></p><p><em>Design (conversion of the functions of the general monopoly component to the Islamic monopoly contract and designing media designs before being made using Corel Draw X5), Development or Production (based on the design that has been made on paper, the researcher made a monopoly Islamic contract (monasy) learning media with Corel Draw X5 and validated the material test, media test</em><em>)</em><em>. </em><em>Effektivitas</em><em> of monopoly Islamic contract (monasy) learning media according to material experts and media experts is "feasible" to be used as</em> <em>Islamic financial literacy learning media</em><em>.</em></p>


2019 ◽  
Vol 7 (2) ◽  
pp. 227
Author(s):  
Nurbaiti Nurbaiti ◽  
I Nyoman Arcana

Penelitian ini bertujuan untuk (1) mengetahui bagaimana mengembangkan YouTube pembelajaran materi pokok persamaan garis singgung lingkaran di SMA Kelas XI dengan menggunakan VideoScribe dan (2) mengetahui kelayakannya. Penelitian ini dilakukan di Program Studi Pendidikan Matematika Universitas Sarjanawiyata Tamansiswa dan diuji cobakan di SMA N 1 Piyungan. Adapun metode penelitian yang digunakan adalah Research and Development model ADDIE, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Produk yang dihasilkan pada penelitian ini berupa YouTube pembelajaran materi pokok persamaan garis singgung lingkaran di SMA menggunakan videoscibe. Hasil penilaian kelayakan dari ahli materi dan ahli media menyatakan produk sangat valid dan layak digunakan, sedangkan hasil penilaian ketertarikan peserta didik terhadap YouTube pembelajaran menyatakan bahwa produk baik untuk digunakan. Pendapat tersebut diperkuat dengan adanya korelasi positif antara skor angket respon peserta didik dan skor hasil tes belajar peserta didik.


2020 ◽  
Vol 3 (1) ◽  
pp. 48-56
Author(s):  
Aida Nurfithriyya ◽  
Guntur Cahaya Kesuma ◽  
Rosida Rakhmawati M

Abstract: The purpose of this reaserch is to develop teaching materials consisting of pictorial bilingual modules using Realistic Mathematics Education (RME) on set material and to research the effectiveness of the product being developed. The research used in this research is Research and Development using ADDIE models consisting of motion sickness Analysis, Design, Development, Implementation and Evaluation. This study was declared valid and feasible to be used as teaching material for mathematics learning by 3 material experts who obtained an average score of 3,72 in the "valid" category and 3 media experts with an average score of 3,71 in the "valid" category and 3 language experts with an average score of 3,65 with the category of "Valid" with each maximum score of validity is 4. With the test of attractiveness of teaching materials determined "Very Attractive" by a small group test of 9 students by agreeing to the average score average of 3,65 and a large group test of 29 students with approval of an average value of 3,68. The results of the assessment using testing the effect size with an approval score of 0,50 with the category "Effective Enough". So it can be concluded that the development of teaching materials produced is declared feasible and effective enough and can be used as teaching materials in learning mathematics. Abstrak: Tujuan dari penelitian ini yaitu mengembangkan bahan ajar berupa modul bilingual bergambar dengan pendekatan Realistic Mathematics Education (RME) pada materi himpunan serta mengetahui keefektifitasanproduk yang dikembangkan. Penelitian yang digunakan dalam penelitian ini adalahResearch and Development menggunakan model ADDIE yang terdiri dari tahap Analyze, Design, Development, Implementation dan Evaluation. Penelitian ini dinyatakan valid dan layak digunakan secara keseluruhan sebagai bahan ajar pembelajaran matematika oleh 3 ahli materi yang memperoleh skor rata-rata sebesar 3,72 dengan kategori “valid” dan 3 ahli media dengan skor rata-rata sebesar 3,71 dengan kategori “valid” serta 3 ahli bahasa dengan skor rata-rata sebesar 3,65 dengan kategori “Valid” dengan masing-masing skor maksimal kevalidan adalah 4. Sedangkan uji kemenarikan bahan ajar dinyatakan “Sangat Menarik” oleh uji kelompok kecil terhadap 9 orang peserta didikdengan perolehan skor rata-rata sebesar 3,65 dan uji kelompok besar terhadap 29 orang peserta didik dengan perolehan nilai rata-rata sebesar 3,68. Hasil penilaian uji efektivitas dengan menggunakan rumus effect sizedengan perolehan skor sebesar 0,50 dengan kategori “Cukup Efektif”. Sehingga dapat disimpulkan pengembangan bahan ajar yang dihasilkan dinyatakan layak dan cukup efektif serta dapat digunakan sebagai bahan ajar dalam pembelajaran matematika.


2013 ◽  
Vol 3 (3) ◽  
Author(s):  
Edi Syahputra

Abstrak: Fokus penelitian ini adalah untuk mengidentifikasi peningkatan kemampuan spasial siswa sebagai dampak penerapan pembelajaran Matematika realistik. Penelitian ini adalah penelitian eksperimen, melibatkan seluruh siswa kelas delapan sekolah pada peringkat baik dan sedang. Sampel penelitian ini terdiri atas 152 orang siswa. Instrumen yang digunakan dalam penelitian ini adalah tes kemampuan spasial. Data dianalisis dengan menggunakan uji Mann-Whitney U, analisis korelasi, 1way dan 2-way ANOVA dengan menggunakan uji post hoc. Berdasarkan hasil analisis data, dapat disimpulkan bahwa kemampuan spasial siswa yang diajar menggunakan pendekatan Matematik realistik lebih baik daripada kemampuan spasial siswa yang diajar dengan pendekatan konvensional. Ada interaksi antara pendekatan pembelajaran dan peringkat sekolah terhadap peningkatan kemampuan spasial siswa. Kata Kunci: kemampuan spasial, pembelajaran matematika, matematika realistik IMPROVEMENT OF THE STUDENTS’ SPATIAL ABILITY THROUGH THE IMPLEMENTATION OF REALISTIC MATHEMATICS TEACHING Abstract: The focus of this study was to identify the improvement of students’ spatial ability as an impact of realistic mathematics education approach. This study was an experimental research, involving the eighth grade students of the good level and middle level schools. The sample of this study consisted of 152 students. The instruments used in this study were the spatial ability test. The data were analyzed by using Mann-Whitney U test, t-test, r correlative analysis, 1-way and 2-way ANOVA with the post hoc test. Based on the result of the data analysis it can be concluded that the students’ spatial ability under Realistic Mathematics Education approach was better than that of the students taught using the conventional approach. There was an interaction between the instructional approach and the school level toward the enhancement of students’ spatial ability. Keywords: spatial ability, mathematics education, realistic mathematics


Author(s):  
Sumadi Sumadi ◽  
Evita Anggereini ◽  
Upik Yelianti

The proper media will easy students to understand subject matter in class. This study aims to develop digital media in the form of encyclopedia for vertebrate as a source of student learning. The This research and development produce digital encyclopedias of vertebrate that is used as media in learning biology. The model used in this study is the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). Products that have been developed are then validated by material experts and media experts. The validation process by the two experts was carried out three times before finally the prouduct was declared feasible to be tested both for teachers and students. The response showed that biology teacher in the SMA 4 Muaro Jambi assesed the product as "very good". The results of the small group trials obtained a percentage value of 96.3% (very good category), while the large group trials obtained a percentage value of 84.6% (very good category). Based on the results of these trials, overall the digital encyclopedia of vertebrate animals based on Android Studio is categorized very good to be used as one of the learning resources in learning biology in high school.


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