scholarly journals 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

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.  

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

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.


Author(s):  
Shendy S Igirisa ◽  
Yusuf Fuad ◽  
Sumarno Ismail

Losing vision for blind students makes them difficult to access education. Thus, blind students need special tools like interesting and applicable learning media, teaching methods, and techniques for them. This study was developmental research that aimed to describe the result of instructional media development of braille number card to improve blind students' understanding on integer number and describe their understanding after using braille number card as learning media at special needs elementary school. The subjects of this study consisted of three students with low vision, partially sighted students, and blind students. The research model used was ADDIE development model (analysis, design, development, implementation, and evaluation). Data were collected using test and questionnaire to know their understanding of braille number card as learning media on integer numbers. The result showed that blind students responded positively with an average score of 83% and 66.7% of their learning test. Therefore, It can be concluded that braille number card as instructional media can be used in teaching and learning activity to improve blind students' understanding.


2019 ◽  
Vol 2 (2) ◽  
pp. 128
Author(s):  
Pitria Arpani ◽  
Buyung Buyung ◽  
Relawati Relawati

This research is a Research and Development (R & D) research that aims to produce a product in the form of mathematics LKS based on Contextual Teaching and Learning in the sequence and series material seen from the criteria, practicality, validity and effectiveness. This research was conducted to provide one of the learning resources in the form of learning tools that support the 2013 curriculum implementation in SMA Negeri 08 Jambi City.This study refers to the ADDIE development model which includes five stages: analysis, design, development, implementation and evaluation, and the subjects used in this study are (a) validation sheets for experts material, design experts and media experts who function to determine the validity of worksheets, (b) student response questionnaires which function to determine the practicality of LKS and (c) post-test questions that function to determine the effectiveness of LKS.The results showed that worksheets based on contextual teaching and learning in the class and sequence material of class XI students were categorized as good and suitable to be used as a learning tool seen from the results of expert validation which obtained an average score of 4.3 with a percentage of 86%, classified in the category practically seen from the results of the questionnaire responses of students who received an average score of 4.37 with a percentage of 80%, and classified as effective as seen from the calculation of students' completeness of the post-test questions that obtained an average score of 0.925 with a percentage of 92.5%.Keyword:Development, Student Worksheet (LKS), Contextual Teaching andLearning (CTL), ADDIE


2019 ◽  
Vol 2 (2) ◽  
pp. 102-109
Author(s):  
Rani Refianti ◽  
Marisa Z Marisa Z ◽  
Novianti Mandasari

The purpose of this study was to develop student worksheets (LKS) using the Lubuklinggau city-based Contextual Teaching and Learning (CTL) on the set material in class VII according to the 2013 curriculum and find out the quality of worksheets developed from the validity, practicality and potential effects of using LKS. The research method used is Research and Development (R&D) research. Development of worksheets using a 4-D model that was modified to a 3-D model. This model consists of 3 stages, namely: the stage of defining (Define), design (Development) and development (Develop) without including the spread (Disseminate) due to time constraints. The results of the study are based on the assessment analysis by the three experts namely: linguists, material experts, and media experts showing that the worksheet fulfills valid criteria with an average score of 3.12. While the results of the analysis of student response questionnaire assessments obtained that the student worksheets meet practical criteria with an average score of 3.55 and have a potential effect of 27 students (84.37%) whose grades reach mastery learning, while 5 students (15.63%) not reached mastery learning. In conclusion, the development of student worksheets using the contextual Teaching and Learning (CTL) based on the city of Lubuklinggau is declared valid, practical and has a potential effect on students' mastery learning. Keywords: Contextual Teaching and Learning, Student Worksheet


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.


2017 ◽  
Vol 14 (1) ◽  
pp. 67
Author(s):  
Fadila Mohd Yusof ◽  
Azmir Mamat Nawi ◽  
Azhari Md Hashim ◽  
Ahmad Fazlan Ahmad Zamri ◽  
Abu Hanifa Ab Hamid ◽  
...  

Design development is one of the processes in the teaching and learning of industrial design. This process is important during the early stage of ideas before continuing to the next design stage. This study was conducted to investigate the comparison between  academic  syllabus  and  industry  practices  whether  these  processes  are  highly dependent on the idea generation and interaction related to the designer or to the student itself. The data were gathered through an observation of industry practice during conceptual design phase, teaching and learning process in academic through Video Protocol Analysis (VPA) method and interviews with industry practitioners via structured and unstructured questionnaires. The data were analysed by using NVivo software in order to formulate the results. The findings may possibly contribute to the teaching and learning processes especially in the improvement of industrial design syllabus in order to meet the industry demands. Keywords: design development, industrial design, industry demands


2015 ◽  
Vol 4 (1) ◽  
Author(s):  
Jawane Malau

<p>This research was conducted for the purpose of getting a clear and complete <br />picture conserning the quality of teaching and learning process through eveloping and implementing jigsaw type cooparative learning model for subject of Thermodynamics. The quality of teaching and learning process can be viewed by positive response of university students towards thermodynamics subject using the implemented jigsaw type cooparative learning model. The subject of this research were students of high school class X, semester II in the academic year of 2011/2012, which were listed as learning tools needed for thermodynamics of jigsaw type cooparative learning model. The learning tool which were being developed consist of teaching materials, learning plan, and student worksheet. The research prosedure consisted of developing the tools of teaching and learning process, and the followed by realization of learning in class using the jigsaw type cooparative learning approach. The research instruments were to be observation sheet and student response questionaire towards the learning process. The reseach data were analyzed using percentage statistic. Based on the refection result towards the action which was planned beforehand and also the researh result discussion, it was found that the learning process of hermodynamics which was done by implementing the jigsaw type cooparative learning model can increase student activity in his study. Implementing the jigsaw type cooperative learning can increase the learning result of students. Most of the students who partisipated in the thermodynamics class agree and give a positive apreciation towards the implementation of cooperative learning model. They believe that with the learning group can help them overcoming the learning deterrent. </p><p> </p>


2021 ◽  
pp. 095042222110550
Author(s):  
Naveed Yasin ◽  
Sayed Abdul Majid Gilani ◽  
Gayatri Nair

This paper explores the effects of gamification (a game-based student response system) on student learning in the United Arab Emirates (UAE). The data, collected through a series of semi-structured in-depth interviews with 32 learners, were analyzed using qualitative thematic analysis (i.e., template analysis). Based on an in-depth analysis of the data using NVIVO 10, the authors propose and apply the “PERI” model to develop multi-focal insights into gamification and its influences on student learning. The model proposed is original and comprehensive, encompassing (1) Preferabilities (P), (2) Experiences (E), (3) Recommendations (R), and (4) Impressions (I). Although most of the findings were positive with regard to application and receptivity across all dimensions of the PERI model for the gamification tool—a game-based student response system (GSRS) used for delivering education—they also reveal areas in need of development for the successful embedding of gamifying technology–enhanced learning provisions and their efficacy in teaching and learning pedagogy. The conclusions of this study outline implications for educators, students, education leaders, and gamification product developers.


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