scholarly journals Pengembangan Modul Matematika Berbasis Problem Solving pada Materi Vektor

2019 ◽  
Vol 2 (3) ◽  
pp. 249-258
Author(s):  
Dewi Ariskasari ◽  
Dona Dinda Pratiwi

This study aims to develop, determine the response and effectiveness of problem-based mathematical modules on vector material. This type of research is research and development or better known as Research and Development (R&D). The approach model used in this study is ADDIE. Data analysis techniques in this study were used to calculate the validity of the validators, the response of educators and students, and the effectiveness of mathematics teaching materials. The results of the validation test conducted by the validator are 3.24 the criteria are quite valid. The results of educator responses 3.21 with interesting criteria, response to small-scale trials of 3.4 with very interesting responses and field trials of 3.8 with very interesting responses. The results of the effectiveness test conducted during the field test got a percentage of 61% with effective criteria. From these data it shows that instructional materials are feasible to use based on the educator's response and effectiveness carried out by students, so the development of mathematical modules is appropriate for use in schools.

2021 ◽  
Vol 3 (2) ◽  
pp. 55
Author(s):  
Elfrida Rif’atul Chusniah ◽  
Rini Setianingsih

Penelitian ini adalah penelitian yang bertujuan untuk mengembangkan komik matematika berbasis kontekstual untuk materi lingkaran yang berkualitas baik berdasarkan tiga kriteria, yaitu valid, praktis, dan efektif. Rancangan penelitian ini adalah Research and Development (R&D). Prosedur-prosedur pengembangan yang digunakan meliputi empat langkah: (1) melakukan perencanaan produk yang akandikembangkan, (2) mengembangkan produk awal, (3) validasi dan revisi produk, (4) uji coba lapangan skala kecil dan revisi. Uji coba komik dilakukan secara terbatas oleh 10 siswa kelas VIII SMP. Teknik pengumpulan data yang diterapkan dalam penelitian ini adalah angket, sedangkan instrumen penelitian yangdigunakan meliputi lembar validasi, angket penggunaan media, dan angket respon siswa. Data penelitian dianalisis dengan deskriptif kualitatif. Hasil penelitian ini menunjukkan bahwa komik matematika dinyatakan valid dengan skor kevalidan 4 oleh ahli media dan 3,9 oleh ahli materi dari skor maksimum 5 sehingga dikategorikan valid, komik matematika dinyatakan praktis dengan hasil analisis persentase kepraktisan 76,28 % dan komik matematika dinyatakan efektif degan hasil analisis persentase keefektifan 79,4%, sehingga dikategorikan efektif. Berdasarkan hasil tersebut maka media komik ini memiliki kualitas yang baik sehingga dapat dimanfaatkan sebagai satu upaya atau alternatif media dalam proses pembelajaran sebagai upaya peningkatan kualitas pendidikan dan menciptakan suasana yang menyenangkan bagi siswa.Kata Kunci: media pembelajaran, komik matematika, lingkaranThis research is a research that aims to develop contextual based mathematical comics for good quality circle material based on three criteria, namely valid, practical, and effective. The design of this research is Research and Development (R&D). The development procedures used include four steps: (1) conducting product planning to be developed, (2) developing initial products, (3) product validation and revision, (4) small-scale field trials and revisions. Comic trials are limited to 10 students in grade VIII SMP. Data collection techniques applied in this study were questionnaires, while the research instruments used included validation sheets, media use questionnaires, and student response questionnaires. The research data were analyzed by descriptive qualitative. The results of this study indicate that mathematics comics are declared valid with a validity score of 4 by media experts and 3.9 by material experts from a maximum score of 5 so that they are categorized valid, mathematical comics are declared practical with the results of a practicality percentage analysis of 76.28% and mathematical comics are declared effective with the result of the analysis of the effectiveness percentage is 79.4%, so it is categorized as effective. Based on these results, this comic media has good quality so that it can be used as an alternative media used by teachers in the teaching and learning process in an effort to improve the quality of education and create a pleasant atmosphere for students.Keywords: learning media, mathematical comics, circles


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2019 ◽  
Vol 8 (1) ◽  
pp. 86
Author(s):  
Fadilla Fitri ◽  
Adriani Adriani

AbstrakPenelitian ini bertujuan menghasilkan media berbentuk modul pembelajaran yang valid dan praktis yang dapat membantu mahasiswa dalam pembelajaran Teknologi Busana khususnya Teknik Pembuatan Kantong. Penelitian ini merupakan penelitian dan pengembangan atau research and development yaitu motode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji kelayakan produk terserbut. Prosedur pengembangan menggunakan model 4D. Karena keterbatasan peneliti maka penelitian ini hanya sampai tahap develop saja. Modul ini diuji validitas nya oleh 2 orang ahli media dan 2 orang ahli materi. Uji praktikalitas dilakukan pada mahasiswa S1 Tata Busana angkatan 2018 dengan jumlah 30 orang. Teknik analisis data menggunakan presentase. Berdasarkan hasil penelitian, uji validitas dilakukan kepada validator memperoleh skor 81,14% dengan kategori sangat valid. Sedangkan hasil uji praktikalitas yang dilakukan kepada dosen dan mahasiswa diperoleh 88,07% dengan kategori sangat praktis. Modul ini berada dalam kriteria layak digunakan sebagai media pembelajaran mata kuliah Teknologi Busana.Kata Kunci: modul, media pembelajaran, teknologi, busana.AbstractThis research aims to produce valid and practical learning media in the form of learning modules that can help students in learning Fashion Technology, especially in Sewing Pocket Techniques. This research is research and development, the research method used to produce certain products and test the expedience of these products. The development procedure uses a 4D model. Because of the limitations of the researchers, this study only reached the develop stage. This module is tested for its validity by 2 media’s experts and the subject’s experts. Practical tests are carried out on 2018 Bachelor of Fashion students with 30 people. Data analysis techniques use percentages. Based on the results of the study, the validity test performed on the validator scored 81.14% with a very valid category. While the results of practical tests conducted to lecturers and students obtained 88.07% with very practical categories. This module is in the proper criteria to be used as a learning media for Fashion Technology courses. Keywords: module, learning media, technology, clothing.


IBTIDA' ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 156-163
Author(s):  
Choerul Anwar Badruttamam ◽  
Dwi Rosyidatul Kholidah ◽  
Khofifah

The purpose of this media development is to producemedia product puzzle afun mufrodatthat is used in learning Arabic for grade 1, especially in the material, .بيتي so that it can make active learning, increase Arabic vocabulary mastery, andimprove speaking skills in vocabulary pronunciation. This type of research is a research and development (Researchand Development/R & D), which refers to the ADDIE models, with specs include 5 stages of media development are: 1). Analysis, 2). Design, 3). Development, 4). Implementation, 5). Evaluation. The form of research used by researchers isdescriptive with quantitative and qualitative data analysis. The results of research and development ofmedia puzzle mufrodat indicate that media is puzzle mufrodatappropriate to be used as a medium for learning Arabic for grade 1 to improve speaking skills. This can be seen from the results of validation by several experts and field trials that reached very valid criteria. The results of the validation test of material experts reached a 95% feasibility level, linguists reached 92% and media experts reached 93.8%. The results of the studentresponse questionnaire reached 97.8%. Based on the results of the multiple choicetask, an average score of 85 was obtained, the matching task obtained an averagescore of 84.5 and the task in the form of an oral test mentioning mufrodat obtainedan average score of 96.


2020 ◽  
Vol 12 (1) ◽  
pp. 41-54
Author(s):  
Agustiarini Eka Dheasari

The purpose of this research is to develop bigbook folklore media to improve the empathy and storytelling ability of early childhood, especially age 5-6 years. This research is research and development (R&D) using ADDIE development model (Analyze, Design, Develop, Implementation, and Evaluate). Collecting data used interview guides, validation, observation sheets and teacher questionnaires. Data analysis techniques in this study used Independent t-test with a significance level of 0.05. Based on the results of the assessment experts showed that the product developed "very good". This shows that the bigbook media is appropriate to be used to increase empathy and storytelling skills of children aged 5-6 years. Based on the results of the study, there was a difference improvement of storytelling and empathy skills in the final outcomes between post treatment of the control group without bigbook media and post treatment of experimental group using bigbook media. The sig (2-tailed) value of the storytelling is 0,000 (very good) and empathy children received a sig (2-tailed) value of  0,000 (very good). The result of this study that the bigbook media based on folklore is effectively used to increase empathy and storytelling skills of children aged 5-6 years.


EduKimia ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 058-064
Author(s):  
Silvinia Humaira ◽  
Fajriah Azra

The chemical scrabble game is a variety of learning media in doing practices. This type of research is Research and Development (R and D) with a 4-D model. This research is up to the developing stage with validity and practicality tests. The instrument used was a validity and practicality questionnaire. The validity test was carried out by five validators, while the practicality test was carried out by two chemistry teachers and 20 class XII students. The data analysis techniques used were the Aiken V formula and descriptive statistics. The results of the data analysis show that the chemical scrabble media has a validity of 0.81 showing a valid category, the practicality of the teacher is 89.93 percent belonging to a very practical category and the practicality of students is 83.80 percent belonging to a very practical category, so that the availability of the developed thermochemical scrabble game chemicals can be used as a medium of learning.


2020 ◽  
Vol 4 (2) ◽  
pp. 110-125
Author(s):  
Ririen Arinalhaq ◽  
Indra Yeni ◽  
Syahrul Ismet ◽  
Saridewi Saridewi

This study aims are creating of a thematic creation song at early childhood for children’s cognitive development in kindergarten.  There are two songs developed in accordance with the theme of animals sub theme land animals  and theme plant sub theme wild plants. Type of the  research is Research and Development (R and D) in accordance with the design forward by Plomp consitsts of three phases : prelimenary research, development/ prototyping phase and assassement phase.  Assassement phase limited to levels One to One, so this research can provided information about the validity dan practicality of the product. Data on validity was obtain from music, media and subject matter axperts from Department of PG PAUD FIP Universitas Negeri Padang, and information about  practicality taken from Teacher of Kindergarten. Data analysis techniques are combination of qualitative analysis and quantitative analysis, which qualitative analysis used at prelimenary research and development/prototyping phase, and quantitative analysis uses percentage statistics. The result of the study are (1) the validity of  product is  87.79% in the category of very valid, and (2) The practicality of product  is 83.75% in the category of very practical. Finaly as the conclussion of this study is: The Thematic Creation Song Based on Cognitive Development as the product of this study valid dan practical for Chilhood at kindergarten.


2020 ◽  
Vol 2 (2) ◽  
pp. 169-182
Author(s):  
Fitriyah Nur Rohmah ◽  
Imam Bukhori

The pandemic period due to Covid-19 currently demands teachers to be able to use technology as a distance learning medium. But in reality there are still many teachers who have not been able to utilize technology as using learning media. Therefore, the purpose of this research to produce interactive learning media based on Android using articulate storyline 3 on correspondence subjects in SMK Muhammadiyah 5 Kepanjen. This type of research is Research & Development. The data analysis techniques used are qualitative descriptive analytical techniques and quantitative descriptive analyses. The result of this research and development is an Android learning media application that can help facilitate the delivery of materials with additional competency features, quizzes, learning videos, and glossaries that can be accessed offlline as well as the ease of downloading on the web that has been provided equipped with the user manual. This Learning Media has been validated by material experts and media experts whose results are very worthy to use. So that the conclusion of interactive learning media based on Android using articulate storyline 3 on correspondence subjects can be used as learning resources and media support distance learning.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


Author(s):  
Ambar Widianingrum ◽  
Joko Sulianto ◽  
Rahmat Rais

The purpose of this study was to describe the feasibility of teaching materials based on an open-ended approach to improve the reasoning abilities of fourth grade students in elementary schools. This type of research is research and development (Research and Development). The subjects of this study were 3 classroom teachers. The data analysis technique used is descriptive qualitative data analysis (data reduction, data presentation and conclusion) and quantitative descriptive data analysis. Based on the results of stage 1 media validation, it was obtained 84.8%, and the results of stage 2 media validation were obtained 94.8%. The result of material validation for stage 1 was obtained 84.6%, and validation for material for stage 2 was obtained 93.3%. The results of initial field trials obtained media 93.7% and material 92.3%. This shows that the teaching material is declared valid and suitable for use. Based on the results of this study, the suggestion that can be conveyed is that teaching materials based on an open-ended approach can be used as a tool for teaching and learning resources for students.


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