scholarly journals The Development of Borad game “The Adventure Of Algebra” in The Senior High School Mathematics Learning

2018 ◽  
Vol 9 (2) ◽  
pp. 95-109 ◽  
Author(s):  
Mei Andini ◽  
Tri Nova Hasti Yunianta

Algebra has an important meaning in Senior High School learning. It needs to be combined by the interesting practice questions, with that reason, this research will develop a board game learning media that can be used in Algebra learning. The research aims to develop a board game learning media that is valid, practical, and effective as a means of training questions in Algebraic material. The research uses the ADDIE development model which consists of steps Analyze, Design, Development, Implementation, and Evaluation. This media is a set of the modified game from monopoly games. This media is named The Adventure Of Algebra, and has been tested on 34 class VIII C students of SMP Negeri 1 Ambarawa. The instruments of data collection technique in the research consisted of instruments for validating material and media aspects, practicality assessment instruments, student opinion instruments, and posttest pretest instruments. The Media of  board games have been declared valid from the aspect of material experts with a score of 95% and valid from media experts with a score of 96%, both of which are very good categories. The results of practicality assessment get a score of 90% in the very good category. The results of the pair t-test data that show the sig value. (2-tailed) produced from the pretest and posttest data is written 0,000 which means that the significance value is close to zero which is less than 0.05 with the posttest average value (67) higher than the average pretest (50.5). So that the media is effective to be used as a means of training Algebra questions at the junior high school level. 

2019 ◽  
Vol 2 (2) ◽  
pp. 217-226
Author(s):  
Fira Amanta ◽  
Indra Gunawan ◽  
Wan Jamaluddin

Abstract: This study aims to produce products through the development of Frezi-based physics learning media on business materials and energy at the VIII grade of junior high school level, knowing the feasibility of the media according to the validators and knowing the responses of students to the media. This research is R & D research. The types of data produced are quantitative and qualitative data which are analyzed by the guideline of assessment criteria to determine product feasibility. This study resulted in Frezi-based learning media products on business materials and energy at the junior high school class VIII the final product produced had shown to be very feasible with an average score of material expert assessment 81%, media experts with an average score of 80%. learning media obtained in small group trials are very good with an average score of 87%. In the field trials obtained very good criteria with an average score of 88.33%. This frezi-based physics learning media has been qualified to use as a learning mediaAbstrak: Penelitian ini bertujuan untuk menghasilkan produk melalui pengembangan media pembelajaran fisika berbasis Frezi pada materi usaha dan energi tingkat SMP kelasVIII, mengetahui kelayakan media menurut para validator dan mengetahui respon peserta didik terhadap media. Penelitian ini merupakan penelitianR&D. Jenis data yang dihasilkan adalah data kuantitatif dan kualitatif yang dianalisis dengan pedoman kriteria penilain untuk menentukan kelayakan produk. Penelitian ini menghasilkan produk media pembelajaran berbasis Frezi pada materi usaha dan energi tingkat SMP kelas VIII produk akhir yang dihasilkan telah menunjukan sangat layak dengan skor rata-rata dari penilaian ahli materi 81%, ahli media dengan skor rata-rata 80% Respon peserta didik terhadap media pembelajaran yang diperoleh pada uji coba kelompok kecil yaitu sangat baik dengan skor rata-rata 87%. Pada uji coba lapangan diperoleh kriteria sangat baik dengan skor rata-rata sebesar 88,33%. Media pembelajaran fisika berbasis Frezi ini sudah terkualifikasi digunakan sebagai media pembelajaran.


2017 ◽  
Vol 5 (3) ◽  
pp. 399
Author(s):  
Kintoko Kintoko

This research is a developmental research, the purpose of this research is to produce a problem based mathematic learning media with Tangent Line to Circle for VIII grade Junior High School student by utilizing Adobe Flash SC6 on a Compact Disc (CD). This research was conducted to determine the quality of mathematics learning media in accordance with a good learning media which based on three aspects; Validity, Practicality an Effectiveness. The procedure of this research was using ADDIE model; Analysis, Design, Development, Implementation and Evaluation. The result of this research shown that Problem Based Interactive Mathematics Learning Media on Tangent Line to Circle for VIII Grade Junior High School fulfilled the criteria of good media quality. On validity aspect, the media got “Valid” category with average score 3,307 by material expert and got “Very Valid” category with average score 3,877 by media expert. On practicality aspect, validator determined that the media was applicable with minimal revision, teacher response to the media shown “Very Good” category with average score 3,404 and media learning implementation observation sheet analysis shown “Good” category with average score 3,333. On effectiveness aspect, students’ test result shows 85,19% student “Passed”, students’ mathematic solving ability shows “Good” category with average score 80,09 and also students’ positive response with 81,25% response


1984 ◽  
Vol 77 (8) ◽  
pp. 628-630
Author(s):  
Gerald Kulm

As computer literacy and programming ability increase at the elementary and junior high school levels, more thought must be given to the role of computers in mathematics learning. One step to be taken at the high school level is to accept Gerald Rising's (1983) suggestion to separate computer science and mathematics. This proposal is an excellent one and would help us to focus on ways to improve mathematics learning through the use of computers.


2019 ◽  
Vol 10 (1) ◽  
pp. 103-116
Author(s):  
Ani Nurwijayanti ◽  
Budiyono Budiyono ◽  
Laila Fitriana

This study aims to develop geometry learning media on curved-solid objects using Ispring Suite 8 with 3D effects supported by Google SketchUp. It also aims to find the effectiveness of the media towards the basic geometry skills and the learning result of 9th-grade students of junior high school. This study is a development study which refers to Budiyono’s development model that includes four stages. These stages are the preliminary, product development, product trial on its effectiveness, dissemination and product implementation. The entire stage was imposed on three different schools in Karanganyar, one of a district in Indonesia, by using stratified cluster random sampling. Within the three schools, we took seven classes to join the effectiveness test through the assessment questionnaire and the before-after test, as well as the efficacy test after the expert's judgement using the validation sheet. The result shows that the geometry learning media is valid based on the experts' validation judgement, and also practical based on the teacher and students’ judgement in the trial of the product. The students’ basic geometry skills and learning result are improved after getting the treatment with the media. Finally, we can conclude that this media is effective and able to be used further in the junior high school level.


Satya Widya ◽  
2019 ◽  
Vol 34 (2) ◽  
pp. 88-100
Author(s):  
Tri Nova Hasti Yunianta

Interaction is essential in mathematics learning process, so effective means to promote students’ interaction is compulsory. This research was appointed to develop the board game learning media “The Labyrinth of Trigonometry”, which is adequate to be implemented in trigonometry problem practices. Employing Research and Development (R&D), this research utilized the ADDIE model built of 5 stages, namely: analysis, design, development, implementation, and evaluation. Notably, this board game had been clarified to be a valid learning media by teaching material and media experts, exceptionally obtained 94% and 86% category. 35 students of 11th grade of Senior High School 1 Ambarawa were selected as the participants. The result showed that the practical index obtained excellent category (96%) and the Wilcoxon test significance result was 0.00 (less than 0.05) with higher posttest mean score than pretest. Eventually, the researcher concluded that “The Labyrinth of Trigonometry” was a valid, practical, and effective learning media.


2021 ◽  
Vol 3 (2) ◽  
pp. 89
Author(s):  
Ayu Try Damayanti ◽  
Dinar Maftukh Fajar ◽  
Muhammad Habibbulloh

Monoicado (The Science Monopoly Game on Light and Optical Instruments) is an educational game based on a monopoly game developed with the aim of helping students understand the material, encouraging students to be more active, and providing a fun atmosphere in learning science subjects on the material of Light and Optical Instruments at the junior high school level. This paper aims to describe (1) the feasibility and (2) students' responses to the results of the media development. This study implemented the 4D research and development model proposed by Thiagarajan (define, design, develop, and disseminate) where the dissemination stage was not carried out. The research subjects involved 2 material experts, 2 media experts, 2 teachers as users, and 33 students from one junior high school in Bondowoso district, East Java. The data obtained were analyzed quantitatively and qualitatively . Quantitative analysis was carried out on the acquisition of validation scores given by experts, users, and students. Qualitative analysis was conducted on all responses to the media. The media developed is considered very valid in all three aspects of assessment (material, media, and practicality). Students' responses to the media are visualized in a wordcloud with the most comments: easy to understand, fun, and to train memory on the Light and Optical Instruments material.


2017 ◽  
Vol 6 (1) ◽  
pp. 50
Author(s):  
Farid Noor Romadlon

<p>Teaching English in High School level (Junior High School and Senior High School) is more exposed in reading and writing skills for the target of final examination (UN).Consequently, students need to sharpen their reading and writing ability. It also must be done by students in a non-formal Senior High School known as <em>KejarPaket C </em>without any exception<em>. </em>Improving reading skill can be done through doing more reading activities in various types of text. This activity will add students’ vocabularies and their knowledge about more topics of the texts. Besides, the way teachers deliver the material deals with techniques, methods, or strategies also contributes in students’ progress of reading skill. Seeing the background of students in <em>KejarPaket C</em> who have various backgrounds and mostly are from low economic level or less motivated students for studying, teachers should concern more in exposing the material through the appropriate and effective technique. Carter (2001) brings an idea about a technique which teacher and students are taking place in dialogue and it resulted in students learning how to construct meaning when they are placed in must-read situations (tests or assignments). This was experimental research which was conducted to find the difference of students’ reading proficiency taught by using a technique called Reciprocal. The study found that the technique contributed significantly in improving students’ reading proficiency after they were taught by using Reciprocal. In brief, Reciprocal technique is an effective way to improve students’ reading proficiency.</p>


1965 ◽  
Vol 16 (1) ◽  
pp. 151-155 ◽  
Author(s):  
Peter F. Merenda ◽  
Walter V. Clarke ◽  
Gwendolyn Jacobsen

The MOS Battery of 8 tests was administered to a sample of junior high school students along with the DAT Battery also consisting of 8 tests. The test-taking time for the MOS Battery is 42 min.; for the DAT Battery, it is 186 min. Multiple regression equations and multiple correlation coefficients were calculated for both batteries in predicting the final marks in Grades 8 and 9 of 88 male and 65 female students. The results, which were similar to those obtained in an earlier study conducted at the senior high school level, revealed that both batteries are essentially equally valid predictors of success in the basic academic courses of English, Mathematics, Science, and Social Studies. A difference in the results for the junior high school samples and senior high school samples of the previous investigation was noted in that memory for facts as measured by the MOS Memory Test and knowledge of good English Usage as measured by the DAT Sentence Test appear to influence the final grades of junior high school students more than they do those of the senior high school students.


2020 ◽  
Vol 5 (1) ◽  
pp. 19
Author(s):  
St Jumaeda

This research aims to determine the level of achievement of the activities of the MGMP subjects of Islamic religious education at junior high school level (SMP) in Masohi regency of Maluku Tengah. The study uses evaluative research methods on the MGMP activities of these PAI subjects using goal-oriented evaluation models developed by Ralph Winfred Tyler. Where the focus is on research into the level of goal achievement. Data collection In this study, conducted using observation techniques, interviews, questionnaires, and documentation. Subjects in the study were principals, PAI teachers, and MGMP-PAI administrators of Masohi. Results showed that the result of input evaluation related to MGMP-level capacity of Junior High School includes activity activities MGMP PAI has an average score, 85.78%, performance management MGMP PAI has an average score of 90.04%, facilities and infrastructure MGMP has an average score of 75.25%, KTSP availability in school member MGMP has a score of 92.75%. The implementation of learning has an average score of 88.02%, and the learning results assessment has an average score of 84.17%. Overall evaluation of inputs related to MGMP capacity of PAI at SMP level in Masohi is in good category. While for the output aspect related to the competency of teachers in school member MGMP, has an average value of 90.47% or the competency of the teacher is in good category.


2020 ◽  
Vol 4 (1) ◽  
pp. 33-37
Author(s):  
Yulia Yulia ◽  
Very Karnadi

Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so on. But until now many people think that mathematics is a subject that is considered difficult and difficult to understand, especially for junior high school students. Though mathematics itself has been taught starting from the level of childhood and elementary school. Because learning methods still use conventional methods such as the ability to write and count, this is what makes students feel bored because moreover some students do not like these math subjects. Not only in terms of subjects and learning media is still conventional in nature that is only based on the book. For this reason, a learning media is created which is packaged in an android-based application by including elements of mathematics learning in it. The application that was designed was a junior high school level mathematics education quiz application, with the aim of training students 'ability to count, train their memory and increase students' interest in learning in mathematics.


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