scholarly journals Pengembangan Bahan Ajar Berbasis Multimedia Interaktif Dalam Meningkatkan Minat Belajar Matematika Siswa

2017 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
Rizqi Nuritno ◽  
Hendri Raharjo ◽  
Widodo Winarso

This research is a form of interactive multimedia development as a resource that aims to: 1) Develop Interactive Multimedia Learning Material and Beam Cube; 2) Determine the feasibility of Cube Interactive Multimedia Learning Material and Beam; 3) Increasing interest in learning math using the Interactive Multimedia Learning Material and Beam Cube. This research method is the Research and Development (R & D), adapted from ADDIE development model, with the following steps: 1) Analysis,2) Design,3) Development,4) Implementation5) Evaluation.Validation is done by two people matter experts and two experts media. Teaching materials developed tested to 5 learners VIII class A and 31 learners in class VIII B of SMP Negeri 12 Cirebon. Feasibility level Interactive Multimedia-Based Instructional Materials and Beam Cube based assessment: 1) Matter Experts obtained an average value of 4.2 which is included in the category of Good, 2) Expert Media obtained an average value of 4.26 are included in the category of Very Good, 3) learners field trials obtained an average value of 4.26 are included in the category of Very Good. Thus the Interactive Multimedia-Based Instructional Materials and Beam Cube is good and fit for use as teaching material. Based on the analysis Interest in Learning students before and after the use of the Interactive Multimedia-Based Instructional Materials and Beam Cube, obtained by N-gain of 0.405 which is included in the category of Medium of the total score early 2026 into 2521. In the test paired t test obtained t count equal to -16.619 with sig , 0,000 showed significant measurement so that the conclusion is the development of Interactive Multimedia-Based Instructional Materials and Beam Cube can improve Students Interest in Learning Mathematics.

Author(s):  
Armiadi . ◽  
Muktar . ◽  
Samsidar Tanjung

Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika yang layak digunakan. (2) mengetahui efektifitas media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika. Metode pengembangan dalam penelitian ini menggunakan model pengembangan dari Thiagarajan yang lebih dikenal dengan nama model 4D, yaitu :Define (definisi), Design (Design), Develop (Pengembangan), Dissemnate (penyebaran). Hasil penelitian menunjukkan, (1) validasi ahli materi (86%) dengan kategori sangat baik, (2) validasi ahli desain instruksional (85%) dengan kategori sangat baik, (3) validasi ahli media pembelajaran (89%). (4) ujicoba perorangan berada pada kualifikasi sangat baik (89%), (5) ujicoba kelompok kecil berada pada kualifikasi sangat baik (86,3%), (6) ujicoba lapangan berada pada kualifikasi sangat baik (81%).Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika layak digunakan. Pada tahap penyebaran di empat sekolah berbeda menunjukkan adanya kenaikan rata-rata dari nilai pretesdan posttest yaitu dari 63,65 menjadi 86,9. Serta persentase rata-rata hasil penilaian terhadap produk multimedia interaktif berbasis budaya memburoleh nilai 83,56% dengan kriteria sangat baik. Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika sangat efektif. Kata Kunci: pengembangan multimedia interaktif, berbasis budaya, matematika Abstract: The objectives of this research and development are (1) to produce culture-based interactive learning media on mathematical subjects that are appropriate to be used. (2) knowing the effectiveness of culture-based interactive learning media in mathematics. The development method in this study uses a development model from Thiagarajan, better known by the name of the 4D model, namely: Define, Design, Develop, Dissemnate (deployment). The results showed, (1) the validation of material experts (86%) with a very good category, (2) the validation of instructional design experts (85%) with a very good category, (3) the validation of instructional media experts (89%). (4) individual trials are in very good qualifications (89%), (5) small group trials are in very good qualifications (86.3%), (6) field trials are in very good qualifications (81%). it was concluded that the product development of culture-based interactive learning media research on mathematics subjects was appropriate to use. At the stage of distribution in four different schools showed an increase in the average value of the pretest and posttest that is from 63.65 to 86.9. And the average percentage of the results of the assessment of culture-based interactive multimedia products scored 83.56% with very good criteria. So it can be concluded that the product development of interactive culture-based learning media research in mathematics is very effective. Keywords: interactive multimedia development, culture based, mathematics


Author(s):  
Dwianti Putri Amelia ◽  
Amin Harahap

This study aims to overcome students' low interest in learning mathematics by using interactive multimedia learning models to increase students' interest in learning mathematics in class VII MTS PP ATH-TOHIRIYAH Gunung Selamat in the midst of the Corona Virus outbreak. With the application of this interactive multimedia learning model, it is hoped that it will increase students' interest in learning mathematics. The research method used in this study is a quantitative method with a class action method. In this study, the authors analyzed the data from the pre-test and post-test scores from both classes. The population in this study were all students of MTS PP ATH-TOHIRIYAH Gunung Selamat grade VII, totaling 40 students. The sampling technique used is probability sampling using cluster sampling. From the results of data analysis, it is known that there is a difference between the average value of student learning outcomes before and after the implementation where the average value of the experimental pre-test is 56.60% and the control pre-test is 66.70% and becomes 86.55% for the experimental post-test and 75.30% for the control post-test. The experimental class increased by 29.95%, while the control class only increased by 8.60%. Based on the results of research and data processing that have been discussed, it can be concluded that the application of the interactive multimedia-based mathematics learning process has an impact on student learning interest in terms of student learning outcomes.


2019 ◽  
Vol 4 (1) ◽  
pp. 89-108
Author(s):  
Nurafni Nurafni ◽  
Asih Miatun ◽  
Hikmatul Khusna ◽  
Hella Jusra

Students' ability in solving argumentation in mathematical induction and binomial theory is still lacking based on the results of the exam, so that evidence-based teaching materials are prepared. This study uses design research methods with the subject from 2nd semester students of the Mathematics Education Study Program. This research is a development research consisting of 6 stages: Identification of needs, Planning, Initial product development, Initial product testing, Product revision, Field trials so as to produce teaching materials. The results of the lecturer and student validation show that the teaching materials are valid and feasible to use with an average score of 45 and 45,9333. While the test of the effectiveness of teaching materials used using the t-test obtained results that ttest> ttable, 5.83 > 2.11 which means there is an increase in the average value of students before and after using teaching materials. With the increase in value, it indicates that the instructional materials prepared are effectively used.


2019 ◽  
Vol 8 (1) ◽  
pp. 49
Author(s):  
Ronni Lirahman ◽  
Yusnizar Heniwaty Heniwaty

ABSTRACT This research produced a product of the development of Lenggok Mak Inang dance learning through interactive multimedia which included appreciation learning material (Basic Competence 3) and expression (Basic Competence 4) in class X of SMK / SMA. The appreciation material contains the definition of dance, accompaniment music, clothing, patterns, while the expression material contains terms, variety and arrangement of motion in the Lenggok Mak Inang dance. From the test media experts got a score of 4,42 (Very Good), media experts got a score of 4 (Good), user trials which included an initial field trial of 4,08 (Good), main field trial 4,22 ( Very Good) and an operational field trial of 4,53 (Very Good). The results obtained indicate that the development of interactive multimedia learning Lenggok Mak Inang dance is very feasible to use or be used as a learning media for dance.                                                                                    Keywords: Interactive Multimedia, E-Learning, Lenggok Mak Inang Dance.  ABSTRAKPenelitian ini menghasilkan produk pengembangan pembelajaran tari Lenggok Mak Inang melalui multimedia interaktif yang didalamnya terdapat materi pembelajaran apresiasi (Kompetensi Dasar 3) dan ekspresi (Kompetensi Dasar 4) kelas X SMK/SMA. Materi apresiasi berisikan definisi tari, musik pengiring, busana, pola/ garis, sedangkan materi ekspresi berisikan istilah, ragam dan susunan gerak pada tari Lenggok Mak Inang. Dari uji ahli media mendapatkan skor 4,42 (Sangat Baik), ahli media mendapatkan skor 4 (Baik), uji coba pengguna yang meliputi uji coba lapangan awal 4,08 (Baik), uji coba lapangan utama 4,22 (Sangat Baik) dan uji coba lapangan operasional 4,53 (Sangat Baik). Hasil yang diperoleh menunjukkan bahwa pengembangan multimedia interaktif pembelajaran tari Lenggok Mak Inang ini Sangat Layak digunakan atau dijadikan media pembelajaran tari. Kata kunci: Multimedia Interaktif, E-Learning, Tari Lenggok Mak Inang.


2018 ◽  
Vol 1 (1) ◽  
pp. 51-58
Author(s):  
Dodik Mulyono ◽  
Lucy Asri Purwasi ◽  
Agusman Riyadi

This study aims to determine the completeness of the results of learning mathematics Class VIII SMP Negeri 8 Lubuklinggau. Having applied guided discovery method. The research method used in this research is a quasi experiment with population class VIII 191 students and as a sample is class VIII F 32 students are taken at random. Data collecting is done by the test technique in the form of essay.Data problem is analyzed using t-test . Based on the results of data analysis on tarap belief α = 0.05 can be concluded that the results of students studying class VIII SMP Negeri 8 Lubuklinggau Academic Year 2016/2017 after the average value of the final test of 81.27 and the percentage of complete students reached 82.14% Keywords: Guided Discovery, Learning Outcomes, Mathematics


Author(s):  
Armiya Armiya ◽  
Asrul Huda

Graphic Design is one of the required subjects of expertise package for Vocational students in Multimedia majors. These Graphic Design subjects are more directed at competency-based practicum which aims to equip students' skills in the field of graphic design so that students have strong skills with realistic theoretical foundations for students. Therefore there are still many students who do not understand the learning given by the teacher because the teacher has not used different techniques in delivering learning material, therefore it is necessary to design interactive learning media so that the teacher is easy to apply learning material and help students master the subject matter. In designing basic Graphic Design learning materials using explicit intruction models and through Interactive Multimedia learning procedures, starting from the needs analysis in designing, gathering data, identifying material to determining learning flow chart design, material collection or graphic needs. The interactive multimedi learning media is designed using the adobe director 11 application, and other applications such as Adobe Photoshop, Coreldraw, Camtasia as supporting applications so that it becomes an interactive multimedia learning media application that provides convenience for students in learning.Keywords: Learning Media, Interactive Multimedia, Graphic Design.


EDUSAINS ◽  
2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Yulius Lumban Tobing ◽  
Ahmad Mudzakir

The purpose of this study was to obtain a pre-conception of learners and scientists perspective on the concept of climate change, global warming and relations between them; know the characteristics of teaching materials; and find an expert assessment of the design of instructional materials. The method used in this study is a mixed methods using sequential eksploratorisdesign by adapting the Model of Educational Reconstruction(MER). Instruments are interview form, text analysis sheet, validation indicators sheet and cognitive aspects of learning objectives and affective aspects, validation concept analysis sheet, validation design teaching materials sheet, readability test and scientific literacy test. Results of interviews to 10 junior high school students showed a pre-conception of learners with different perspectives of scientists on global warming and climate change. Characteristics of teaching material produced are (a) developed accordance reflection of learners pre-conceptions and the scientist's perspective (b) accessible, (c) equipped with aspects of nature of science (NOS), and (d) using a sequence of teaching and learning of Science and Technology Literacy (STL) by adopting a learning phase Chemie im a Context (ChiK). The results of the validation of teaching materials to obtain an average value of CVI is 0,99. Results of the questionnaire responses obtain an average value of 4.46, while the test results showed therewere also significantly differences in the value of literacy students between before with after studying the teaching materials (p=0,00). Keywords: Teaching Material; Nature of Science; and Model of Educational Reconstruction 


2020 ◽  
Vol 3 (2) ◽  
pp. 84
Author(s):  
Trisna Rukhmana ◽  
Loria Wahyuni

Based on the results of observations made at SMA N 5 Sungai Penuh known that in the mathematics learning process students do not understand the learning material well, the ability of students to develop material concepts and solve problems in the form of practice questions given by the teacher is still lacking, students are lacking of self-confidence to ask if there is material that has not been understood, students also cannot develop their thinking ideas creatively. This means that the ability to think creatively and critically of students has not developed optimally. The specific purpose of this research is to develop and produce teaching materials in the form of mind mapping-based modules for learning mathematics, which are valid, practical and effective and can increase students' motivation, activities and learning outcomes, especially in the material opportunities. This development research consists of four stages, namely; the define stage, the design stage, the develop stage and the disseminate stage. The validation results with the valid category indicated by an average value of 76%. The practicality results with the practical category are shown by an average value of 75.3%. Effectiveness results with the effective category in terms of the aspects of activity, student motivation, and from the aspect of achievement of learning outcomes.


2020 ◽  
Vol 5 (8) ◽  
pp. 1183
Author(s):  
Bayu Bramasta Giri ◽  
Suhadi Ibnu ◽  
Sutrisno Sutrisno

<p><strong>Abstract:</strong> The purpose of this research is to produce an electrochemical contextual chemoentrepreneurship module that is validated according to the criteria of BSNP materials eligibility, namely content eligibility, linguistic feasibility, presentation feasibility, and the feasibility of the graft and knowing Effectiveness of student learning outcomes. The development model adopted the Model 4-D with the stages of defining, designing, developing, and desimination. Data on the feasibility of teaching materials is obtained from content and material validation, individual test, field test is limited while the effectiveness data is obtained from the difference learning outcomes between the experimental and the control group. The validation and test results are obtained as follows (1) the average value of the content expert validator and learning material is very decent criteria, (2) individual trials with excellent criteria, and (3) limited field trials is Very good criteria. The development module is well-deserved to be used as a learning resource and effectively improve student learning outcomes.</p><strong>Abstrak:<em> </em></strong>Penelitian ini bertujuan menghasilkan modul elektrokimia kontekstual <em>Chemoentrepreneurship</em> tervalidasi sesuai kriteria kelayakan bahan ajar BSNP, yakni isi, kebahasaan, penyajian, dan kegrafisan serta mengukur efektivitas modul terhadap hasil belajar. Model pengembangan mengikuti model 4-D dengan tahapan pendefinisian, perancangan, pengembangan, dan desiminasi. Data kelayakan modul diperoleh dari validasi isi dan materi, uji perorangan, uji lapangan terbatas sedangkan data efektivitas diperoleh dari perbedaan hasil belajar antara kelompok eksperimen dengan kelompok kontrol. Hasil penelitian (1) nilai validasi isi dan materi pembelajaran memiliki kriteria sangat layak, (2) uji coba perorangan kriteria sangat baik, dan (3) uji coba lapangan kriteria sangat baik. Modul efektif digunakan dalam pembelajaran hal ini ditunjukkan oleh ketuntasan hasil belajar peserta didik kelompok eksperimen lebih tinggi daripada kelompok kontrol.


2019 ◽  
Vol 3 (1) ◽  
pp. 28-36
Author(s):  
Marvin Chandra Wijaya

This study aims to measure the increased interest of students in the Maranatha Christian University Computer Systems Study Program in Physics Subjects. The increase in interest uses interactive multimedia-based learning systems. The learning system is designed using the SMIL (Synchronized Multimedia Interactive Language) programming language. The physics course learning system designed in this study is course material about Object Motion (Regular Straight Motion / GLB, Irregularly Changed Straight Motion / GLBB, Free Falling Motion / GJB, Vertical Upward Motion / GVA, Vertical Down Motion / GVB) . Thirty students were taken as samples to see interest in Physics courses. Data retrieval is taken before and after the provision of learning materials using interactive multimedia. The average value of interest in Physics Subjects before the use of interactive multimedia learning materials was 7.12 on a scale of 10, increasing to 8.57 after the use of interactive multimedia learning materials. Hypothesis testing uses paired t test. The results of statistical processing showed a significant  increase in student interest in Physics. Keywords: Physics Learning, Interactive Multimedia, SMIL, Object Motion


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