scholarly journals Pengembangan Bahan Ajar Gamifikasi pada Materi Himpunan

2018 ◽  
Vol 1 (3) ◽  
pp. 329-335
Author(s):  
Yosi Marenda Wirawan ◽  
Rizki Wahyu Yunian Putra

The purpose of this study is to know whether the development of teaching materials gamification for seventh-grade students is feasible and interesting for use in junior high school. The subjects of the experiment were seventh-grade students at SMP Bandar Lampung. This research method is Research and Development (R&D), which a using Borg and Gall development model. The results of the assessment are: the expert assessment of the material giving a scored with an average percentage of 76% is categorized as highly feasible, the media or design experts scored with an average percentage of 71% categorized as feasible and the linguist gave a score with an average percentage of 69% categorized as feasible. In small group trials, an average of 3,6 was obtained with very attractive and feasible categories. In the field trial, it was found that the average of 3,4 was obtained with very attractive and feasible categories and the teacher's response to the materials gamifikasi, it was found that the average of 3,3 was obtained with very attractive and feasible categorized. So it can be concluded that the gamification teaching materials on the are categorized very attractive and feasible for use in mathematics learning in junior high school.

2021 ◽  
Vol 2 (3) ◽  
pp. 372-386
Author(s):  
Iin Baroroh Ma'arif ◽  
Yuyun Bahtiar ◽  
Muthoharoh

This research aims at designing a learning media which named LEEF (Learning English Easy and Fun) as English learning media for seventh grade students of Junior High School. This learning media consists of some materials and exercises which is appropriate and feasible to be studied for students. All materials in this media are based on junior high school syllabus of K13 curriculum. The research method used in this research is Research and Development. This development used ADDIE model which have several steps, those are; 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The result of this research shows that from the media validation result got 4.00 score it was in “fair and worth to use” category, and the material validation got 3.86 score. The students’ responses of try out result score 4.26 were in “fair and worth to use” category. By having those result, this LEEF (Learning English Easy and Fun) is feasible to be used as a learning media for seventh grade students of junior high school. Furthermore this research can be used as reference to other researchers in developing English learning media in different level of students.  


Author(s):  
Wenny Anggraeni ◽  
Syahnan Daulay ◽  
M. Oky Ferdian Gafari

The media serves to direct students to gain various learning experiences. The aim of this study is to know the feasibility of interactive multimedia development in children' story of character education-based. Sources of data in this study were obtained from: 1) Respondents: 7th grade students of Junior High School Panca Budi Medan which amount to 23 students, 2) Informants: validators, students and Indonesian language teachers of Junior High School Panca Budi Medan. The results of the feasibility of learning media validation by instructional media design experts was declared "very good" The assessment of the content feasibility aspect was declared "very good" with a total average percentage of 91%. The assessment of the presentation feasibility was declared "very good" with a total average percentage of 83%. The assessment of the graphic feasibility was declared "good" with a total average percentage of 77%.


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.


2014 ◽  
pp. 562-573
Author(s):  
Martiningsih Martiningsih

diterima: 05 Januari 2013; dikembalikan untuk revisi: 19 Januari 2013; disetujui: 6 Februari 2013.Abstrak: Matematika dianggap sulit, dan saat pembelajaran Matematika siswa cenderung kurang termotivasi untuk belajar, maka guru harus mengupayakan kemudahan dalam belajar dengan mempergunakan media yang sesuai. Tujuan penelitian ini adalah untuk meningkatkan prestasi belajar Matematika materi irisan dan gabungan dua himpunan dengan menerapkan Portal Rumah Belajar pada Kelas VII A SMP Muhammadiyah 1 Surabaya tahun ajaran 2012 - 2013. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK). Dalam penelitian ini dilakukan dua siklus dan tiap siklus terdiri dari 4 langlah yaitu : (1) perencanaan, (2) pelaksanaan, (3) observasi, dan (4) refleksi.Hasil penelitian Penggunaan Portal Rumah Belajar pada siswa Kelas VII A SMP Muhammadiyah 1 Surabaya, terbukti meningkatkan prestasi belajar siswa, sebelum tindakan siswa yang tuntas belajar sebanyak 22 siswa atau 73,3 %, pada Siklus I siswa yang tuntas sebanyak 23 siswa atau 76,7 %. sedangkan pada Siklus II siswa yang tuntas sebanyak 28 siswa atau 93,3 %. Dengan demikian kualitas pembelajaran dari sebelum tindakan sampai dengan Siklus II terjadi peningkatan. Saran dalam PTK ini adalah: Guru harus memotivasi siswa untuk belajar secara inovatif mempergunakan media pembelajaran. Guru hendaknya memiliki paradigma bahwa guru bukan satu-satunya sumber belajar. Pembelajaran Matematika hendaknya disampaikan dengan menggunakan media yang mampu menyenangkan siswa dan mampu membuat siswa aktif. Kata Kunci: Himpunan, Portal Rumah BelajarAbstract: Math is considered difficult and students have less motivation in learning math. That is why teacher must provide approprite learning medium to ease the students to learn math. The aim of this study was to increase students’ mathematic learning achievement on intersection set and union set by applying the Portal Rumah Belajar for Seventh Grade A of Muhammadiyah 1 Junior High School Surabaya year 2012 - 2013. The design of the study was Classroom Action Research. In this study two cycles were conducted, and each of which consisted of 4 steps, namely: (1) plan, (2) act, (3) observe, and (4) reflect. The use of Portal Rumah Belajar could increase the achievement of seventh grade students of Muhammadiyah 1 Junior High School Surabaya. The number of student passing the competency in the pre-action was 22 students or 73.3%, in the cycle was 23 students or 76.7%, and in the cycle II were 28 students or 93.3%. Thus the quality of learning increased between pre-action and the second cycle. Recommendation from this classroom action research was: teacher should motivate students to learn innovatively by using instructional media. Teachers should have a paradigm that teacher was not the only source of learning. Learning math should be submitted using the media to please students and be able to keep students active. Keywords: Set, Portal Rumah Belajar


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


2021 ◽  
Vol 2 (2) ◽  
pp. 84-88
Author(s):  
THOMAS EDISON KABU

ABSTRACT This research is the development of learning resource based on etnomatematics with the learning model of Project Based Learning (PjBL) on the building material of prism room. The purpose of this study is to determine the validity, practicality and effectiveness of etnomatematics-based learning resources. Learning resources are developed in the form of student books and student worksheets based on ethnomatematics construct the prism room. This research type is research and development by using Borg and Gall model. This research was conducted in Junior High School Christian 1 Soe with the culture used is the woven of West Amanuban society in the form of oko. The results of this study indicate that the source of learning developed valid with the average percentage obtained 92.5% and also practical use in learning mathematics with the average percentage of teacher response 86% and 95.5% student response. This learning resource is also effective based on post-test results indicating that the average test score in the experimental class is 76.96 far greater than the control class 61.70. The proportion of students' completeness in the experimental class is 83% complete classically. Based on the results of the calculation of normalized gain score known that the percentage increase in mathematics learning achievement class VIII Junior High School Christian 1 Soe after taught with the source of learning based on ethnomatematics with PjBL model is 60% are in the category of being.


2017 ◽  
Vol 1 (1) ◽  
pp. 95-108
Author(s):  
Selly Epriani Renat ◽  
Ernie Novriyanti ◽  
Armen Armen

The purpose of this study produce teaching materials in the form of modules that is equipped with concept maps and images for the seventh grade students of junior high school, valid and practical. This study uses three steps of the model 4-D namely, define, design, and development. Subject 4 validators, 2 teachers, and 20 students at 26 public Junior High School in Padang. The data in this study are primary data collected from the questionnaire validity and practicalities. Results of product testing are developed, acquired valid and very practical criteria of the results by the lecturers, teachers, and students.


2020 ◽  
Vol 9 (1) ◽  
pp. 103
Author(s):  
Julia Fitri ◽  
Atmazaki Atmazaki

ABSTRACT  This purpose of this study is three. First, describing the procedure of writing text for students of class VII in Junior High School 11 Padang before using the Think Talk Write (TTW) technique by the media of serial images. Secondly, describing the procedure of writing text for students of class VII in Junior High School 11 Padang after using the TTW technique by the media of serial images. Third, analyzing the effect of the use of  TTW  techniqueby the media of serial images on the skills of writing procedure text for students of class VII in Junior High School 11 Padang. This type of research is quantitative research with one group pretest and posttest design experimental methods. There are three results of this study. First, the procedure of writing text in the seventh grade of Junior High School 11 Padang before using the TTW technique by the media of serial images is of good qualification (B) with an average value of 76,95 (under of minimal completeness criteria). Second, the procedure of writing text in the seventh grade of Junior High School 11 Padang after using the TTW technique by the media of serial images is of good qualification (B) with an average grade of 81,51 (above of minimal completeness criteria). Third, based on the t-test, H1 is accepted at the 95% confidence level and dk= (n1 as a numerator and n2 as denominator) because tcount>ttable (2,39>1,70).  Kata Kunci: Pengaruh, Teknik TTW, Media Gambar Berseri, Teks Prosedur


2020 ◽  
Vol 9 (1) ◽  
pp. 59
Author(s):  
Erika Wulandari ◽  
Yasnur Asri

ABSTRACT  This purpose of this study is three. First, describing the procedure of writing text for students of class VII in Junior High School 20 Padang before using the project based learning model assisted by the media of serial images. Secondly, describing the procedure of writing text for students of class VII in Junior High School 20 Padang after using the project based learning model assisted by the media of serial images. Third, analyzing the effect of the use of project based learning models assisted by the media of serial images on the skills of writing procedure text for students of class VII in Junior High School 20 Padang. This type of research is quantitative research with one group pretest and posttest design experimental methods. There are three results of this study. First, the procedure of writing text in the seventh grade of Junior High School 20 Padang before using the project based learning model assisted by the media of serial images is of sufficient qualification (C) with an average value of 62,76. Second, the procedure of writing text in the seventh grade of Junior High School 20 Padang after using the project based learning model assisted by the media of serial images is of good qualification (B) with an average grade of 78,52. Third, based on the t-test, H1 is accepted at the 95% confidence level and dk = (n-1) because tcount>ttable (6,25>1,82).  Kata Kunci:  Pengaruh, Model Project Based Learning, Media Gambar Berseri, Keterampilan Menulis Teks Prosedur


Author(s):  
Annisa Nur Azizah ◽  
Tri Atmojo Kusmayadi ◽  
Laila Fitriana

This study aims to analyze the need for teaching materials in the form of Flipbook as a media of information technology K-13 mathematics learning for junior high school students in class VIII semester II. The subjects of this research are 27 students of eight grades in Junior High School 2 Sukoharjo. This research is motivated by the limited available teaching materials and lack of innovation in teaching materials, so it tends to make students bored with mathematics. Data collection techniques using non-test with research instruments are a questionnaire that needs analysis and interviews. The analysis consists of 3 stages, namely front-end analysis, student analysis, and teaching material analysis The research findings show that (1) the lack of additional textbooks / other references in learning; (2) have never used learning media and the lack of facilities; (3) teachers and students need information technology-based mathematics teaching media.


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