scholarly journals Upaya Meningkatkan Minat Belajar Matematika Melalui Media Pembelajaran Berbantuan Komputer

2019 ◽  
Vol 2 (3) ◽  
pp. 211-231
Author(s):  
Yuliar Astuti Dewi

This study aims to increase interest in learning mathematics and describe the process of learning mathematics through computer learning media with the MS Power Point program. The research method used is a quasi-experimental method of classroom action research using the PAOR procedure. The results showed that based on the data shown by the results of the questionnaire, interview or observation during the learning process took place, the average results of the questionnaire interest in learning before the action was 62.17%, after the first cycle was 69.70% and after the second cycle was 76, 88% (high) means there is an increase in interest in learning from pre-study to the first cycle of 7.53% and from the first cycle to the second cycle of 7.18%. For the average results of observations of pre-research learning interest is 38.44% in the first cycle is 52.40% and the second cycle is 70.11% From pre-research to the first cycle there was an increase of 13.96%, from the first cycle to the second cycle up 17.71%. Overall from the pre-study to the end of the study there was an increase of 31.67%. This shows that by using computer-assisted learning media MS Power Point program students become more eager to learn mathematics.

2020 ◽  
Vol 2 (2) ◽  
pp. 63-70
Author(s):  
Rusmini Rusmini

Mathematics subjects, often unknowingly, clash the teacher in instilling character education. Not infrequently, in the process of learning mathematics, the teacher gives a bad character investment. Call it in the subtraction of natural numbers. Often teachers use the word 'borrow'. In fact, he never returned the loan. Then the purpose of the research conducted with this classroom action research method is to improve the learning process so that it no longer instills bad character. The researcher uses lego media as a model of the enumerator in instilling the concept of subtracting natural numbers. The results obtained that by using lego media, students can reduce natural numbers without making mistakes in concepts and learning outcomes obtained in classical completeness is 84.6%. Through this learning, even the cultivation of bad characters can be eliminated.


2018 ◽  
Vol 1 (5) ◽  
pp. 847
Author(s):  
Laelasari Laelasari ◽  
Euis Eti Rohaeti ◽  
Nelly Fitriani

The purpose of this study is to examine how the improve mathematical communication ability of students in learning using contextual approach. The research method used in this study is a quasi-experimental method, with two different classes taken, where the first class gets the learning with the Contextual Approach and the second class using ordinary learning. The population is all students in one of the islamic junior hight schools in Cimahi city with a sample taken two classes. Both classes were given pretest and early questionnaires to determine their initial ability, then the experimental class was given learning with the contextual approach and the control class was given regular learning, and at the end of both classes were given postes that will on though to use help software SPSS 22 and Minitab 16. Analysis using Product Moment Pearson. The results showed a significan students in learning mathematics.


2021 ◽  
Vol 6 (2) ◽  
pp. 86-103
Author(s):  
Lola Wazzuriyah ◽  
Rita Sari ◽  
Muhammad Iqbal

During the learning process, sometimes students feel bored and bored, one of the causes is the lack of innovation in classroom learning. So to overcome the boredom, then in this study used animation media from PowerPoint by using the Direct Instruction learning model. The purpose of this study is to look at the activeness of students' learning. The research method used is a type of classroom action research. The study was conducted in two cycles. The results of cycle 1 have not met the KKM that has been set, then the need for improvement in cycle II. The results obtained in cycle 1 are 60% while in cycle II the results obtained are 90%. So it can be concluded that the utilization of PowerPoint animation with direct instruction can improve students' learning competence in Aqidah Akhlak subjects in MIN 2 Aceh Tamiang.


2014 ◽  
pp. 547-561
Author(s):  
Luluk Asmawati Luluk Asmawati

diterima: 06 Februari 2013; dikembalikan untuk revisi: 18 Februari 2013; disetujui: 26 Februari 2013.Abstrak:Penelitian ini bertujuan untuk menstimulasi kreativitas menggambar anak TK kelompok B melalui pembelajaran berbantuan komputer agar anak siap menghadapi dan berani menggunakan komputer di masa depan. Subjek penelitian adalah anak TK kelompok B 1 berjumlah 11 anak.Penelitian ini dilaksanakan di TK Happy Holy Kids Kota Depok. Waktu penelitian selama 2 minggu yaitu pada tanggal 4 sampai dengan 15 Februari 2013. Metode penelitian adalah Penelitian Tindakan Kelas model Hopkins. Penelitian Tindakan Kelas dilakukan dengan dua siklus. Setiap siklus terdiri atas: (1) perencanaan (planning), (2) tindakan (acting), (3) observasi (observing), dan refleksi (reflecting).Temuan-temuan penelitian meliputi pada siklus I secara keseluruhan mencapai kriteria cukup (C). Hal ini dengan rincian kriteria baik (B) sejumlah 6 anak (55%), kriteria cukup (C) sejumlah 4 anak (36%), dan kriteria kurang (K) sejumlah 1 anak (9%). Pada siklus II telah mengalami peningkatan kualitas pembelajaran, secara keseluruhan mencapai kriteria baik (B). Rincian kriteria peningkatan penelitian ini adalah kriteria baik (B) sejumlah 8 anak (73%) dan kriteria cukup (C) sejumlah 3 anak (27%), kriteria kurang (K) sudah tidak ada. Hal ini pada siklus II: (1) anak-anak telah memiliki pengalaman lansung pada siklus I untuk membuat kreativitas menggambar melalui pembelajaran berbantuan komputer dengan program Power Paint, (2) guru memberikan penguatan cara menggunakan ikon pensil untuk melengkapi aksesoris pada objek gambar, (3) guru selalu mengingatkan waktu agar gambar dapat berbentuk sesuai tema dan sub tema buah-buahan, diberi warna sesuai warna idenya, dan dilengkapi aksesoris gambar lain. Anak-anak juga telah mampu menyimpan data hasil kreativitas menggambarnya untuk dicetak dan dipajang di dalam portofolio mereka masing-masing.Kata kunci: kreativitas menggambar, pembelajaran berbantuan komputer, TK B.Abstract:This study aims to stimulate the creativity of the group B kindergartners draw through computer-assisted learning for children to be ready to face and dare to use computers in the future. Subjects were kindergartners group B 1 totaled 11 anak.Penelitian was held at Holy Happy Kids Kindergarten research Depok. Waktu City for 2 weeks on December 4 to 15 Februari 2013. The research method is the Hopkins model of classroom action research. Classroom Action Research done in two cycles. Each cycle consists of: (1) planning, (2)action , (3) observation, and reflection. Include research findings on the first cycle as a whole achieve sufficient criteria (C ). It is the details of both criteria (B) number of 6 children (55%), sufficient criteria (C) number of 4 children (36%), and less criteria (K) number 1 children (9%). In the second cycle has increased the quality of learning, achieving overall good criterion (B). Details of this research is the improvement criteria both criteria (B) number of 8 children (73%) and sufficient criteria (C) number of 3 children (27%), lack of criteria (K) is not there. This is the second cycle: (1) the children have had direct experience in the first cycle to make creativity draw through computer-assisted learning with Power Paint program, (2) the teacher provides reinforcement how to use accessories to complete the pencil icon on the object image, (3) the teacher always reminded time for the image to be shaped according to the theme and sub-theme of fruits, ideas colored by color, and other image features accessories. Children have also been able to store data for printing and drawing creativity displayed in their respective portfolios.Keywords: creativity drawing, computer-assisted learning, TK B


2017 ◽  
Vol 6 (2) ◽  
pp. 389
Author(s):  
Otang Kurniaman ◽  
Eddy Noviana

Implementation of the 2013 curriculum is very different from the previous curriculum, there are still many obstacles that we know greatly affect the learning outcomes, both in terms of media used, the assessment in the 2013 curriculum is more complicated than the previous curriculum then the methods used to convey the learning materials that want to be taught not effective or even incompatible with the material to be conveyed. This research method is a classroom action research conducted in improving the learning process, with four meetings. The assessment taken in this study is an evaluation evaluation of each meeting in the form of attitudinal value, value of knowledge and skill value based on teacher's book on theme 4 "Healthy is Important" with sub theme 1 "Importance of Health and Environment". On the attitudes that appear attitude of self-confidence, curiosity and independence Already entrusted by 20.68% confidence, and curiosity while mandated 6.2% lower because students are still not familiar with the implementation of the curriculum 2013. Results of student knowledge seen the development in excellent value at the first meeting of 36.4%, at the second meeting decreased to 30.3%, while at the third meeting experienced a 52.25% increase again. While on the results of these students' skills on four meetings emerged every meeting with a very good category at the first meeting of 18.1%, at the second meeting increased to 27.3%, the third meeting decreased to 20.68%, while at the fourth meeting increased again by 65.62%.


2019 ◽  
Vol 3 (3) ◽  
Author(s):  
Marjoni Marjoni

The research aims to improve the ability of teachers in compiling an assessment of the K13 process through academic supervision. The research method in this study is School Action Research. The results of the study showed that academic supervision could improve teacher competence in compiling the assessment of the learning process with an average learning process in the first cycle of 79% which was included in the sufficient category, and experienced an increase in the second cycle to 84.5% in the good category.


2011 ◽  
Vol 1 (1) ◽  
Author(s):  
Tatan Zenal Mutakin ◽  
Teti Sumiati

<p>The research is an experiment conducted in SMA Negeri 8 Tangerang City, Banten, on the influence of learning and use of media interest in learning of mathematics learning outcomes. The purpose of this study was to analyze the <br />influence of media use to learn and interest in learning mathematics learning <br />outcomes. (Experiment In Student Class XI IPA SMAN 8 Tangerang City Year <br />Lesson 2010/2011). The research method used is an experimental method using <br />the technique "factor analysis" with "Two Way Anova", aided by SPSS version <br />15.0. The results of the analysis studies suggest that: 1) There is the media's <br />influence on the learning outcomes of mathematics learning, 2) There is interest <br />in studying the influence on the results of studying mathematics, and 3) There is no interaction between the learning outcomes of students with interest in learning mathematics students. </p>


2021 ◽  
Author(s):  
HARZIKO

ABSTRACTThis research is motivated by the fact that the ability of mathematical communication in Indonesia is low. The models and approaches used in the learning process are one of the supporting factors for learning mathematics in the classroom. This study aimed to analyze SMA 1 Namlea students' mathematical communication skills with realistic mathematics learning assisted by GeoGebra. The research method used is quasi-experimental. WHO researched SMA Negeri 1 Namlea, Buru Regency. The analysis results show that the test instrument is valid and reliable to be used for pretest and posttest. The results showed that the mathematical communication of students who received realistic mathematics learning assisted by GeoGebra was better than students who received realistic mathematics learning without GeoGebra. The results also showed that there was a positive response from students towards learning realistic mathematics with GeoGebra.KEYWORDS: Realistic Mathematics, GeoGebra &amp; Mathematical Communication


2020 ◽  
Vol 1 (2) ◽  
pp. 66-72
Author(s):  
Miftahul Jannah ◽  
Aminatul Husna ◽  
Siti Nurhalimah

Penelitian ini bertujuan untuk mengetahui pembuatan aplikasi android menggunakan iSpring sebagai alternatif desain dalam pembuatan media pembelajaran daring. Metode penelitian ini menggunakan metode Library Research atau Kajian Kepustakaan. Ispring Presenter merupakan salah satu tool yang mengubah file presentasi yang kompatibel dengan Power Point untuk menjadikan bentuk Flash. Pembelajaran e-learning mengguakan iSpring membantu peserta didik dalam memanfaatkan teknologi dengan cerdas. Proses pembelajaran menggunakan iSpring, akan membantu peserta didik belajar sesuai dengan gaya belajar setiap peserta didik serta mendapatkan kebebasan saat belajar tampa keterbatasan waktu dan lokasi. Proses belajar mengajar lebih menarik, sehingga dapat memotivasi dan materi yang disampaikan dalam desain aplikasi iSpring lebih dapat dipahami. Kata kunci: ispring, media pembelajaran, teknologi This study aims to determine the making of android applications using iSpring as an alternative design in making online learning media. This research method uses the Library Research method or literature review. Ispring Presenter is a tool that converts PowerPoint compatible presentation files to Flash format. E-learning learning using iSpring helps students to use technology smartly. The learning process using iSpring, will help students learn in accordance with the learning style of each student and get freedom when learning without the limitations of time and location. The teaching and learning process is more interesting, so that it can motivate and the material presented in the iSpring application design is more understandable. Keywords: ispring, learning media, technology


2018 ◽  
Vol 6 (2) ◽  
pp. 122-136
Author(s):  
Elisabeth Wiwik Sri Mulyani

The purpose of this study was to know the impact of the utilization of android applications in learning mathematics in SMPN-1 Sragen. This classroom action research was conducted in two cycles,each cycle beginned with planning, action, observation, and reflection. The data in this study was the assessment of the learning process obtained from learners in the activity and assessment at the end of the cycle. Then, the data was analyzed to know whether the utilization of android application in teaching space has been successful or not. There was an increase in students' learning achievement in understanding mathematics after having utilized the android applications. Before the action, only 18 students (56.25%) completed their learning and increased to be 22 students (68.75%) on the first cycle. In the second cycle, the number of students completed their learning was 31 students (96.87%). The use of android application for class IX students B SMPN-1 Sragen had improved the students’ learning achievement. Before the action, the average knowledge of students was 75.16 and their average skill was 70.63. In the first cycle, the average knowledge of students is 78.59 and their average skills is 72.5. In the second cycle, of average knowledge 88.13 average skills 86.88. The conclusion, the utilization of android application in teaching the space learning content improved the students learning achievement. Teachers are suggested to utililize the android application or other appropriate media in learning-teaching activities.ABSTRAKFokus masalah yang menjadi pembahasan di dalam tulisan ini adalah dampak dari pemanfaatan aplikasi android dalam pembelajaran matematika tentang bangun ruang sisi lengkung di SMPN-1 Sragen. Tujuan penelitian ini adalah untuk mengetahui dampak dari pemanfaatan aplikasi android dalam pembelajaran matematika tentang bangun ruang sisi lengkung di SMPN-1 Sragen. Metode penelitian tindakan kelas ini dilaksanakan dengan dua siklus, di mana setiap siklus diawali dengan perencanaan, tindakan, observasi, dan refleksi. Data dalam penelitian ini berupa penilaian proses yang diperoleh dari peserta didik dalam beraktivitas dan penilaian pada akhir siklus. Kemudian, data dianalisis untuk memperoleh gambaran tentang berhasil-tidaknya pembelajaran yang telah dilakukan. Hasil penelitian menunjukkan ada peningkatan hasil belajar peserta didik dalam memahami bangun ruang sisi lengkung setelah belajar menggunakan aplikasi android. Sebelum tindakan, yang tuntas 18 peserta didik (56,25%), pada siklus pertama 22 peserta didik (68,75%). Pada siklus kedua, peserta didik yang tuntas belajarnya 31 orang (96,87%). Penggunaan aplikasi android pada peserta didik kelas IX B SMPN 1 Sragen terbukti dapat meningkatkan hasil belajar peserta didik. Sebelum tindakan, rata-rata pengetahuan 75,16 dan rata-rata keterampilan 70,63. Pada siklus pertama, rata-rata pengetahuan meningkat menjadi 78,59 dan rata-rata keterampilan 72,5. Kemudian, pada siklus kedua, rata-rata pengetahuan meningkat menjadi 88,13 dan rata-rata keterampilan meningkat menjadi 86,88. Simpulan dari penelitian ini adalah bahwa pemanfaatan aplikasi android pada materi bangun ruang meningkatkan hasil belajar peserta didik. Disarankan agar guru menggunakan aplikasi android atau media lain yang tepat dalam pembelajaran. 


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