scholarly journals Pengembangan Media Pembelajaran Matematika Berbasis Macromedia Flash Materi Luas dan Keliling untuk Meningkatkan Motivasi Belajar Siswa

2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.

2020 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Linda Indiyarti Putri ◽  
Abdul Basir

The students’ difficulties on understanding the material and the lack of the enthusiasm in learning mathematics, especially in angle measurement material were be the basic reasons for this research. In addition, conventional learning methods that characterized by lectures were still often used by teachers in learning. Therefore, the learning not being more active, effective, and enjoyable. The development of educational learning media like analog clock board was one of the solutions to improve students’ understanding. This research aims to determine the effectiveness of analog clock board as learning media to solve mathematics learning problems. The development model used was a 4D development research model. The results of media validation stated that analog clock board was feasible to be used in mathematics learning for angle measurement  material. In addition, the results of the questionnaire shown that 90% of teachers and 100% of students stated the media was "very interested". The experiment results showed that analog clock board was more effective to improve students' understanding on angle measurement.


2020 ◽  
Vol 3 (1) ◽  
pp. 77-88
Author(s):  
Mukti Sintawati ◽  
Mifta Rudiyanta ◽  
Muhammad Nuryanto

Learning mathematics in elementary school is expected to adjust to the cognitive development of students. Abstract mathematical concepts make students need help to understand them. This study aims to develop mathematics learning media geometry for 4th grade elementary school students. This development research uses the Borg & Gall research model which was carried out to the seventh stage, namely research and information collecting, planning, developing preliminary form a product, preliminary field testing, main product revision, main field testing, and operational product revision. Product trials were conducted at Ngablak Public Elementary School. Data collection instruments were using a questionnaire. The questionnaire used to assess the appropriateness of the media was an expert validation assessment sheet, while the teachers’ assessment sheet and students’ response questionnaire were used to determine the practicality of the product. The validation results from the experts obtained that the Magic Geometry media was declared very appropriate to be used in learning mathematics with an average score of 4.45. The results of the teacher practicality assessment were stated to be very practical with a score of 4.9 and the student’s response questionnaire received an average score of 4.2 with a practical category. The results of the student response questionnaire also showed that Magic Geometry made learning becomes more interesting and materials easier to understand.


KadikmA ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 125
Author(s):  
Sofhia Ma'rifatuz Zahro ◽  
Sunardi Sunardi ◽  
Abi Suwito ◽  
Susanto Susanto ◽  
Lela Nur Safrida

This research aims to know the process and the result of the development of Mathematics Learning Instruments for ethnomathematics based curved space chapter with the help of the Google Form aplication as a support for online learning. This research is development research. Learning instruments development model refers to four D models. The product of this research are teaching materials, student’s worksheet, and evaluation test. This research took place at IX A of junior high school 2 Puger, Jember with consist 36 students. The data collection methods used in this research are the interview, test, and questionnaire. Based on data analysis, this research has three result. First, the learning instrument developed have valid criteria. Secondly, the learning instrument developed have practical criteria based on interview and student’s responses. Third, the learning instrument developed have effective criteria based on student’s score and student’s positive responses.  


2022 ◽  
Vol 6 (1) ◽  
pp. 234-247
Author(s):  
Armi Parlusi Putri ◽  
Susda Heleni ◽  
Atma Murni

This research is a development research (R&D) with the aim of producing an interactive mathematics learning media based on Articulate Storyline that meets the valid and practical requirements to assist grade IX students of SMP/MTs in understanding geometry transformation material and facilitating student learning independence. This development research uses the Borg and Gall development model which consists of ten stages, but in this study only reached stage seven, namely: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revision; (6) product trial; and (7) product revision. Researchers explore potentials and problems through interviews, observations, questionnaires, and literature studies. Learning media and guidebooks were validated by three validators. The instrument used was a learning media validation questionnaire and a learning media guide book validation questionnaire. The average value of learning media validation is 3.37 with a very valid category and the average value of guide book validation is 3.52 with a very valid category. The learning media was tested on six students of class IX SMP, the instruments used were student response questionnaires and student learning independence questionnaires. The product trial result was 0.96 with a very practical category and very well facilitated student learning independence of 84.33%.


2019 ◽  
Vol 2 (1) ◽  
pp. 23-32
Author(s):  
Rohiman Rohiman ◽  
Bambang Sri Anggoro

This study aims to develop prezi-based mathematics learning media to increase interest in learning in the function material. The media developed is a mathematics learning media using Prezi software. This type of research is research and development (Research and Development) using an adapted research and development model which includes stages: (1) Analysis; (2) Design; (3) Development; (4) Trial (Implementation). The subjects of this research trial were 33 eighth grade students with function material. In this development research with the main objectives as product development and testing the effectiveness of the product in achieving the objectives in the study. Data collection instruments used were media validation questionnaire, material validation questionnaire, and student response questionnaire. The main result of this research is mathematics learning media using Prezi software. The quality of mathematics learning media using Prezi software is very good based on the results of media expert validation with a score of 93% and based on material experts is good with a score of 77.5%, and the response of students to learning media is very good with a score of 83.9% using a scale Likert.


2020 ◽  
Vol 2 (2) ◽  
pp. 71
Author(s):  
Fadil Ramadhan ◽  
Mochamad Arief Soendjoto ◽  
Dharmono Dharmono

Students are expecting to receive contextual material to make it easier for them to understand what they have learned. The solution to support this method is a teacher must make the teaching material with local wisdom. Booklet "Keanekaragaman Lepidoptera di Hutan Mangrof" is an example of a book containing material with insight into local potential. The existence of a pocketbook with local potential will expect to make students easier for learning because the small design makes the book practical for students to use. This study aims to evaluate the practicality of the Booklet "Keanekaragaman Lepidoptera di Hutan Mangrof." The research is development research with Tessmer's formative evaluation model that focuses on the practice of the developed Pocket Book. The technique of collecting data is with the practicality of pocketbook practicality tested by students in a small group test and the actual practicalities of data collection in a field test using a student response questionnaire. The data of the practicalities questionnaire instrument has filled in then analyzed quantitatively by calculating the total score for all indicators that then analyzed with a formula to find out the practicality value. Based on the results of the practicality test, it shows that the media developed are included in the category very practice.AbstrakSiswa diharapkan menerima materi yang bersifat kontekstual agar lebih memudahkan mereka memahami pembelajaran. Untuk menunjang materi diperlukan sebuah bahan ajar yang bermuatan potensi lokal. Buku saku Keanekaragaman Lepidoptera di Hutan Mangrof merupakan salah satu contoh buku yang berisikan materi berwawasan potensi lokal. Adanya buku saku yang bermuatan potensi lokal diharapkan dapat mempermudah siswa dalam belajar karena desainnya yang kecil akan membuat buku tersebut praktis digunakan siswa. Penelitian ini bertujuan untuk mengevaluasi kepraktisan Buku Saku Keanekragaman Lepidoptera di Hutan Mangrof. Penelitian ini merupakan peneltian pengembangan dengan model evaluasi formatif Tessmer yang berfokus pada kepraktisan Buku Saku yang dikembangkan. Untuk. Teknik pengumpulan data kepraktisan harapan melalui angket uji kepraktisan buku saku oleh siswa pada uji kelompok kecil dan pengumpulan data kepraktisan aktual pada uji lapangan dengan menggunakan angket respon siswa. Data pada instrumen angket uji kepraktisan yang telah diisi kemudian dianalisis secara kuantitatif dengan melakukan perhitungan skor total untuk seluruh indikator yang kemudian dianalisis dengan rumus untuk mengetahui nilai kepraktisannya. Berdasarkan hasil uji kepraktisan dapat diketahui bahwa media yang dikembangkan termasuk dalam kategori sangat Praktis.


2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Endang Istikomah

The use of modules in learning aims so that students can learn independently without or with the guidance of the lecturer. There is no teaching material as a learning guide that meets the needs of students in IT-based mathematics learning courses in the form of LKM, Modules or textbooks.This study aims at finding and examining further the response of students to ICT-based mathematics learning modules. The form of this research is descriptive research. The research subjects of the even semester students are 2018/2019 in ICT-based mathematics learning courses. The instrument used was a student response questionnaire. Data collection techniques using a Likert scale through Google Form. The data was processed using Microsoft Excel 2010. The results showed that student’s responses to the ICT-based mathematics learning module as a whole were positive with an average on the material Aspects, the Interest Aspects of the module and the Module Aspects respectively of 92, 42%, 87 % and 93, 16%.. Thus it can be concluded that ICT-based mathematics learning using modules can be applied.


2021 ◽  
Vol 14 (1) ◽  
pp. 11-22
Author(s):  
Sania Salsabila ◽  
Abd. Kholiq

During the Covid-19 pandemic that swept the world including Indonesia, and to improve students' critical thinking skills, it is necessary to have supporting media in the learning process as an edutainment website. This study intends to determine the validity of the edutainment website developed in physics lessons to improve student's critical thinking skills. The research method used is development research with the DDD-E model. This research was only limited to media development, and no practicality and effectiveness tests were carried out. In this study, the validity data were obtained from the results of validation by expert and were analyzed by descriptive quantitative using the category of Likert scale percentage. If the percentage of each aspect is ≥ 61%, then the edutainment website developed can be declared valid. The results of this study are the percentage of validity in the learning aspect of 90.30%, the material aspect of 90.56%, the media aspect of 88.65%, and the critical thinking aspect of 84.70%. Based on this, it can be concluded that the edutainment website is very valid so that it can be used as a physics learning media to improve students' critical thinking skills. The edutainment website can be an alternative learning media by utilizing information technology and hopefully in further research, it can apply edutainment website and perform practicality and effectiveness tests for learning both in class and distance learning


2020 ◽  
Vol 9 (1) ◽  
pp. 133
Author(s):  
Rachmawati Rachmawati ◽  
Rina Wijayanti ◽  
Era Dewi Kartika

The purpose of this study is to produce character building learning media based on m-learning mathematics with a contextual approach that is expected to provide convenience for students and teachers in supporting the revitalization of vocational education. This research is a development research. This research method refers to the 4D development model (Define, Design, Develop, and Disseminate). Development of Math-Cha applications with the help of Android Studio IDE software, and Fire Base. The result of the development in the form of a learning media product is the Math-Cha application which is installed on an Android device. The Math-Cha application consists of material and evaluation. The m-learning media on mathematics is given reinforcement by integrating character education and contextual presentation so that it supports the revitalization of vocational education. Content in the application begins by introducing character values into mathematical problems at the apperception, material and evaluation stages. Evaluation of validity aspects is based on the validation of media experts and material experts who are valid criteria with an average of 3.61. The evaluation of practicality aspects based on student response questionnaire was in the good criteria of 3.72 and the teacher's questionnaire in the criteria of good was 3.40. The assessment of effectiveness aspects based on student test results is in good criteria with an average of 86.6. Math-Cha supports learning, use easily, and it can be used anywhere and anytime. AbstrakTujuan penelitian ini untuk menghasilkan produk media pembelajaran matematika m-learning berbasis pendidikan karakter dengan pendekatan kontekstual yang diharapkan memberikan kemudahan siswa dan guru dalam menunjang revitalisasi pendidikan SMK. Penelitian ini merupakan penelitian pengembangan. Metode penelitian ini mengacu pada model pengembangan 4D (Define, Design, Develop, dan Disseminate). Pengembangan aplikasi Math-Cha dengan bantuan software Android Studio IDE, dan Fire Base. Hasil dari pengembangan berupa produk media pembelajaran yaitu aplikasi Math-Cha yang terinstall di perangkat Android. Aplikasi Math-Cha terdiri dari materi dan evaluasi. Media pembelajaran m-learning pada matematika diberikan penguatan dengan mengintegrasikan pendidikan karakter dan disajikan secara kontekstual sehingga mendukung revitalisasi pendidikan vokasi.  Konten dalam aplikasi dimulai dengan mengenalkan nilai-nilai karakter kedalam permasalahan matematika pada tahap apersepsi, materi  dan evaluasi. Penilaian aspek kevalidan berdasarkan penilaian validator ahli media dan ahli materi yang berada pada kriteria valid dengan rata-rata 3,61. Penilaian aspek kepraktisan berdasarkan angket respon siswa berada pada kriteria baik sebesar 3,72 dan angket respon guru yang berada dalam kriteria baik sebesar 3,40. Penilaian aspek keefektifan berdasarkan hasil tes siswa berada pada kriteria baik dengan rata-rata 86,6. Math-Cha mendukung dalam pembelajaran, tingkat penggunaannya relatif mudah, pembelajaran dapat digunakan dimana saja dan kapanpun.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


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