PERMAINAN MATEMATIKA MONOPOLI TIC TAC TOE YANG EFEKTIF DALAM MEMPELAJARI PENJUMLAHAN DAN PENGURANGAN BILANGAN BULAT

2018 ◽  
Vol 2 (2) ◽  
pp. 179-198
Author(s):  
Negara Mangkubumi K

Abstrak:Penelitian ini bertujuan untuk mengembangkan media permainan matematikamonopoli tic tac toe yang efektif dan praktis untuk menarik siswa mempelajari penjumlahandan pengurangan bilangan bulat. Penelitian ini dilatarbelakangi masih banyaknya siswa yangbelum mahir melakukan operasi hitung penjumlahan dan pengurangan bilangan bulat yangmerupakan materi awal yang diajarkan di kelas VII SMP sehingga keberhasilan pembelajarankurang maksimal. Model desain pembelajaran yang digunakan adalah desain model ADDIE(Analyze, Design, Development, Implementation, and Evaluate). Pada tahap pengembangan(Development), metode pengembangan media pembelajaran ini menggunakan beberapalangkah model pengembangan (Borg and Gall), terdiri dari 5 tahapan utama, yaitu 1) Desainawal produk, 2) uji coba produk tahap I, 3) Revisi produk operasional, 4) Uji coba produk tahapII, dan 5) Produk. Subyek uji coba penelitian sejumlah 28 siswa. Instrumen yang digunakanadalah lembar validasi kelayakan media pembelajaran, angket respon siswa, dan fotodokumentasi. Hasil Penelitian menunjukkan telah berhasil membangkitkan minat siswa untukmempelajari matematika khususnya penjumlahan dan pengurangan bilangan bulat karenaaspek keefektifan dan kepraktisan pada kriteria layak untuk digunakan serta respon siswa yangsemakin positif sehingga media yang dikembangkan ini diharapkan mampu meningkatkanhasil belajar matematika siswa pada umumnya. Dari hasil tersebut dapat disimpulkan bahwapermainan monopoli tic tac toe mampu membuat siswa untuk berusaha mencari tahu tentangmateri penjumlahan dan pengurangan bilangan bulat dan dapat memberikan pengalaman baruyang berarti bagi siswa. Dengan adanya penelitian ini diharapkan para guru maupun penelititermotivasi menemukan formula-formula baru bagi sistem pembelajaran yang lebih inovatifuntuk meningkatkan mutu pendidikan. Abstract:This research was aimed developing the mathematics game media named monopolitic tac toe which attrack students to learn about additon and substraction of integer numbermore effectively and practically. It was based of some students still uncapable to solve thisoperation number in grade VII SMP therefore impact deficient of learning success. Theprocedure used in this research was the ADDIE (Analyze, Design, Development,Implementation, and Evaluate). The Development used Borg and Gall model which consistedof five stages, namely: 1) first product design, 2) first trial, 3) revise operational product, 4)second trial, and 5) final product. The subjects were 28 students. The instruments consist ofvalidation learning media form, student response form, and documentation photos. The resultof research showed the increase of student interests to learn mathematics, specially theaddition and substraction integer number. It causes by effective and practical aspects of 179suitables criteria and response of students more positive therefore this media could increasethe result of learning in generally.The conclution of the results are monopoli tic tac toeinterests student to have more effort to know about addition and substraction of integernumber. Then, giving new experience for the student also. Hopefully by this research, theteacher and researcher were motivated to discover new formulas of teaching and learninginovation which improve the education quality.

2018 ◽  
Vol 2 (2) ◽  
pp. 179
Author(s):  
Negara Mangkubumi K

Abstrak:Penelitian ini bertujuan untuk mengembangkan media permainan matematikamonopoli tic tac toe yang efektif dan praktis untuk menarik siswa mempelajari penjumlahandan pengurangan bilangan bulat. Penelitian ini dilatarbelakangi masih banyaknya siswa yangbelum mahir melakukan operasi hitung penjumlahan dan pengurangan bilangan bulat yangmerupakan materi awal yang diajarkan di kelas VII SMP sehingga keberhasilan pembelajarankurang maksimal. Model desain pembelajaran yang digunakan adalah desain model ADDIE(Analyze, Design, Development, Implementation, and Evaluate). Pada tahap pengembangan(Development), metode pengembangan media pembelajaran ini menggunakan beberapalangkah model pengembangan (Borg and Gall), terdiri dari 5 tahapan utama, yaitu 1) Desainawal produk, 2) uji coba produk tahap I, 3) Revisi produk operasional, 4) Uji coba produk tahapII, dan 5) Produk. Subyek uji coba penelitian sejumlah 28 siswa. Instrumen yang digunakanadalah lembar validasi kelayakan media pembelajaran, angket respon siswa, dan fotodokumentasi. Hasil Penelitian menunjukkan telah berhasil membangkitkan minat siswa untukmempelajari matematika khususnya penjumlahan dan pengurangan bilangan bulat karenaaspek keefektifan dan kepraktisan pada kriteria layak untuk digunakan serta respon siswa yangsemakin positif sehingga media yang dikembangkan ini diharapkan mampu meningkatkanhasil belajar matematika siswa pada umumnya. Dari hasil tersebut dapat disimpulkan bahwapermainan monopoli tic tac toe mampu membuat siswa untuk berusaha mencari tahu tentangmateri penjumlahan dan pengurangan bilangan bulat dan dapat memberikan pengalaman baruyang berarti bagi siswa. Dengan adanya penelitian ini diharapkan para guru maupun penelititermotivasi menemukan formula-formula baru bagi sistem pembelajaran yang lebih inovatifuntuk meningkatkan mutu pendidikan. Abstract:This research was aimed developing the mathematics game media named monopolitic tac toe which attrack students to learn about additon and substraction of integer numbermore effectively and practically. It was based of some students still uncapable to solve thisoperation number in grade VII SMP therefore impact deficient of learning success. Theprocedure used in this research was the ADDIE (Analyze, Design, Development,Implementation, and Evaluate). The Development used Borg and Gall model which consistedof five stages, namely: 1) first product design, 2) first trial, 3) revise operational product, 4)second trial, and 5) final product. The subjects were 28 students. The instruments consist ofvalidation learning media form, student response form, and documentation photos. The resultof research showed the increase of student interests to learn mathematics, specially theaddition and substraction integer number. It causes by effective and practical aspects of 179suitables criteria and response of students more positive therefore this media could increasethe result of learning in generally.The conclution of the results are monopoli tic tac toeinterests student to have more effort to know about addition and substraction of integernumber. Then, giving new experience for the student also. Hopefully by this research, theteacher and researcher were motivated to discover new formulas of teaching and learninginovation which improve the education quality.


2018 ◽  
Vol 2 (2) ◽  
pp. 179-198
Author(s):  
Negara - Mangkubumi K

AbstrakPenelitian ini bertujuan untuk mengembangkan media permainan matematika monopoli tic tac toe yang efektif dan praktis untuk menarik siswa mempelajari penjumlahan dan pengurangan bilangan bulat. Penelitian ini dilatarbelakangi masih banyaknya siswa yang belum mahir melakukan operasi hitung penjumlahan dan pengurangan bilangan bulat yang merupakan materi awal yang diajarkan di kelas VII SMP sehingga keberhasilan pembelajaran kurang maksimal. Model desain pembelajaran yang digunakan adalah desain model ADDIE (Analyze, Design, Development, Implementation, and Evaluate). Pada tahap pengembangan (Development), metode pengembangan media pembelajaran ini menggunakan beberapa langkah model pengembangan (Borg and Gall), terdiri dari 5 tahapan utama, yaitu 1) Desain awal produk, 2) uji coba produk tahap I, 3) Revisi produk operasional, 4) Uji coba produk tahap II, dan 5) Produk. Subyek uji coba penelitian sejumlah 28 siswa. Instrumen yang digunakan adalah lembar validasi kelayakan media pembelajaran, angket respon siswa, dan foto dokumentasi. Hasil Penelitian menunjukkan telah berhasil membangkitkan minat siswa untuk mempelajari matematika khususnya penjumlahan dan pengurangan bilangan bulat karena aspek keefektifan dan kepraktisan pada kriteria layak untuk digunakan serta respon siswa yang semakin positif sehingga media yang dikembangkan ini diharapkan mampu meningkatkan hasil belajar matematika siswa pada umumnya. Dari hasil tersebut dapat disimpulkan bahwa permainan monopoli tic tac toe mampu membuat siswa untuk berusaha mencari tahu tentang materi penjumlahan dan pengurangan bilangan bulat dan dapat memberikan pengalaman baru yang berarti bagi siswa. Dengan adanya penelitian ini diharapkan para guru maupun peneliti termotivasi menemukan formula-formula baru bagi sistem pembelajaran yang lebih inovatif untuk meningkatkan mutu pendidikan. AbstractAbstract: This research was aimed developing the mathematics game media named monopoli tic tac toe which attrack students to learn about additon and substraction of integer number more effectively and practically. It was based of some students still uncapable to solve this operation number in grade VII SMP therefore impact deficient of learning success. The procedure used in this research was the ADDIE (Analyze, Design, Development, Implementation, and Evaluate). The Development used Borg and Gall model which consisted of five stages, namely: 1) first product design, 2) first trial, 3) revise operational product, 4) second trial, and 5) final product. The subjects were 28 students. The instruments consist of validation learning media form, student response form, and documentation photos. The result of research showed the increase of student interests to learn mathematics, specially the addition and substraction integer number. It causes by effective and practical aspects of suitables criteria and response of students more positive therefore this media could increase the result of learning in generally.The conclution of the results are monopoli tic tac toe interests student to have more effort to know about addition and substraction of integer number. Then, giving new experience for the student also. Hopefully by this research, the teacher and researcher were motivated to discover new formulas of teaching and learning inovation which improve the education quality.  


2019 ◽  
Vol 3 (1) ◽  
pp. 70-80
Author(s):  
Sri Ayu Harani Tanjung ◽  
Yuli Amalia

Bahan ajar dikembangkan berdasarkan karakteristik siswa, sehingga kompetensi yang ditetapkan dapat dicapai. Secara umum kemampuan pemecahan masalah siswa masih sangat rendah, siswa belum bisa memahami soal, sehingga terkendala dalam menentukan model penyelesaian soal matematika. Penelitian ini bertujuan untuk mendeskripsikan kevalidan, keefektifan, dan respon siswa terhadap bahan ajar berbasis Problem Based Learning berkemampuan pemecahan masalah yang dikembangkan. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE yaitu Analysis, Design, Development, Implementation, dan Evaluation. Subjek Penelitan dalam penelitian ini adalah siswa SMA Negeri 1 Meureubo kelas X Mia2 sebanyak 23 siswa. Instrumen penelitian berupa lembar validasi, angket respon siswa, dan tes. Dari hasil uji coba, pada uji coba I dan II diperoleh bahan ajar berbasis Problem Based Learning yang dikembangkan efektif ditinjau dari 70% siswa yang mengikuti tes kemampuan pemecahan masalah memperoleh nilai minimal 75 dan tercapainya ketuntasan belajar tes kemampuan pemecahan masalah  75% dan respon positif siswa terhadap bahan ajar berbasis Problem Based Learning untuk kemampuan pemecahan masalah yang dikembangkan. Teaching materials are developed based on the characteristics of students, so that the specified competencies can be achieved. In general, students' problem solving abilities are still very low, students have not been able to understand the problem, so it is constrained in determining the mathematical problem solving model. This study aims to describe the validity, effectiveness, and response of students to Problem Based Learning-based teaching materials that are problem-solving skills developed. This research is a development research using ADDIE models namely Analysis, Design, Development, Implementation, and Evaluation. The research subjects in this study were 23 students of Meureubo High School 1 in class Mia2 as many as 23 students. The research instruments were validation sheets, student response questionnaires, and tests. From the results of the trials, in the first and second trials obtained teaching materials based on Problem Based Learning that were developed effectively in terms of 70% of students taking the test of problem solving skills obtained a minimum score of 75 and achievement of learning completeness 75% problem solving ability tests and positive responses for Problem Based Learning based teaching materials for problem solving abilities developed.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


2021 ◽  
Vol 2 (1) ◽  
pp. 46-54
Author(s):  
Risky Tri Amelia ◽  
Muhammad Nuruddin

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.


2019 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Lilik Ariyanto ◽  
Derisna Aditya ◽  
Ida Dwijayanti

Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning


2018 ◽  
Author(s):  
Desyandri Desyandri

The research goals was to be achieved in the development of these materials is to produce an integrated thematic teaching materials are valid, practical, and effective. This research is a type of development and uses ADDIE models which consists of five phases: Analysis, Design, Development, Implementation, and Evaluation phases. Test the validity of research data obtained through the sheet validity of teaching materials. Data obtained through the sheet practicality of the impementation of lesson plans, teacher response assessment and student response assessment. Effectiveness seen from the student activity, assessment process and assessment of results. Based on the validity of test data showed that the avarage percentage of the teaching materials validator is 89.26% with the category of very valid. The test results practicalities of the implementation of lesson pland obtained 91.43% with a very good category. Rating teacher responses obtained 93.05% and 89.58% student response. The effectiveness of teaching materials seen from the student activity, obtained an avarage percentage of 85.67% with a very active category. Of the daily assessment conducted seen tends to increase student learning outcomes. Based on these results, we can conclude an integrated thematic teaching materials at Elementary School Fifth Grade using Problem Base Learning developed can be considered valid, practical, and effective.


2013 ◽  
Vol 2013 ◽  
pp. 1-10 ◽  
Author(s):  
Ming Li

The selection of a design for the given product is a critical problem in product design development. Focuses of the designers and customers on the design are not identical. In order to bridge the gap and provide a more relaxing way to select the design, a new method based on quality function deployment (QFD) is proposed. In such a method, customers are required to give their linguistic preferences on the design with respect to the customer requirements (CRs). In the rating of the weight of CRs, they are allowed to provide incomplete linguistic weight information and the objective optimization model is proposed to derive the exact linguistic weight information. Designers are required to rate the correlation between design requirements (DRs) and the relationship between the CRs and DRs to construct the house of quality. Opinions given by the customers are translated into the opinions with respect to the DRs based on the QFD. Afterwards, the priorities of the designs and design requirements are determined. The assessment results not only show the contribution of each design requirement to the customer satisfaction but also show the advantages and disadvantages of each design from the designers’ perspective clearly and directly. An example is provided to validate the applicability of the proposed method.


Author(s):  
G. Q. Huang ◽  
B. Shen ◽  
K. L. Mak

Abstract There have been widespread interests in the development and application of World Wide Web (WWW) to support decision-making activities in product design and manufacture. An increasing number of web applications are emerging and a large number of practitioners are keen on trying these web-based decision support systems. In the meanwhile, it becomes increasingly difficult to surf for appropriate web applications on the Internet with general-purpose search engines. This paper describes a web site, WAPIP, that has been developed specifically to support new product introduction activities. It provides databases for software vendors and researchers to register their web applications with the “wapip” search engine. It also provides facilities to support practitioners in product design and manufacture to search rapidly for the right web applications suitable for solving their problems. This paper discusses the various issues regarding the design, development and operation of this “wapip” search engine.


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