scholarly journals Pengembangan Media Pembelajaran Matematika Berbantu Adobe Flash Melalui Etnomatematika Pada Rumah Adat Lampung

Author(s):  
Resty Khairina Vevi Martyas Pratami ◽  
Dona Dinda Pratiwi ◽  
Mohammad Muhassin

This research was conducted to determine the appropriateness of learning media and to know the response of the learners to the mathematics learning media assisted by Adobe Flash through ethnomathematics on Lampung Traditional House for eight grade of junior high school on polyhedron subject. This research type was research and development (R&D). The research and development steps were based on the Bord and Gall model. The instrument of data collecting was questionnaire with Likert scale. The data analysis technique used in this research was quantitative descriptive data analysis. The result of the research of mathematics learning media assisted by Adobe Flash through Ethnomathematics at Lampung Traditional House obtained the average value of material experts 3.62, media experts 3.47, linguists 3.67, and cultural experts 3.50 with "Valid" criterion and worth to use. The students’ response to learning media in small group trials obtained the "interesting" criterion with an average score 3.24 and in large group trials obtained a "very interesting" criterion with an average score 3.47. The teacher's response to learning media earned the "excellent" criterion with an average score 3.45.

Author(s):  
Happy Prawitasari Nourmaningtyas ◽  
Joko Sulianto ◽  
Aries Tika Damayani

The background that encourages this research and development is the lack of teaching materials in the fourth grade mathematics learning at SD NegeriBugangan 03 Semarang. The research objectives to be achieved in this study were to determine the feasibility of developing teaching materials based on an open-ended approach on material measuring length and weight. This research is a research development (Research and Development). The data analysis technique used qualitative descriptive and quantitative descriptive. The feasibility results are based on data analysis by media experts and material experts, and field trial results assessment. The results of the media validation was 90,6%, the material expert validation was 93,3%, and the evaluation of the test results by several teachers for the media was 88,4% and the material was 88%. This shows that teaching materials based on an open-ended approach are suitable for use as supporting teaching materials in mathematics learning. The suggestion that the writer can convey is that hoped that the teacher does not only use one teaching material. At least, teachers use supporting other teaching materials to support the main teaching material. In addition, teachers should pay attention to the level of students reasoning abilities to support students mathematical skills.


Author(s):  
Ambar Widianingrum ◽  
Joko Sulianto ◽  
Rahmat Rais

The purpose of this study was to describe the feasibility of teaching materials based on an open-ended approach to improve the reasoning abilities of fourth grade students in elementary schools. This type of research is research and development (Research and Development). The subjects of this study were 3 classroom teachers. The data analysis technique used is descriptive qualitative data analysis (data reduction, data presentation and conclusion) and quantitative descriptive data analysis. Based on the results of stage 1 media validation, it was obtained 84.8%, and the results of stage 2 media validation were obtained 94.8%. The result of material validation for stage 1 was obtained 84.6%, and validation for material for stage 2 was obtained 93.3%. The results of initial field trials obtained media 93.7% and material 92.3%. This shows that the teaching material is declared valid and suitable for use. Based on the results of this study, the suggestion that can be conveyed is that teaching materials based on an open-ended approach can be used as a tool for teaching and learning resources for students.


2017 ◽  
Vol 2 (1) ◽  
pp. 58
Author(s):  
Rika Dewi Indriyani ◽  
Tiwan Tiwan ◽  
Dwi Rahdiyanta

This research aimed to design and assess the feasibility of Adobe Flash aided learning media for CNC Turning subject, specifically for the coordinate system topic. The research was a research and development study using the Four-D models of development. Four-D model consists of 4 steps, namely define, design, develop, and disseminate. The instrument being used on this research was closed questionnaires with 4 choices Likert scale. The questionnaires were validated by expert evaluation. Data were collected from the 32 respondents. Data, which were quantitative and qualitative, were analyzed using descriptive analysis technique. The result shows that the learning media meets the teachers’ and students’ needs and expectation. For the feasibility level, the contents expert gave an average score of 3.37 which can be categorized as “very good”. The expert in media gave an average score of 3.45 which is in the “very good” category. The Teacher of the respective subject gave an average score of 3.38 and is categorized as “very good”. Students respond well with a score of 3.47 were given, which can be categorized as “very good”. Tujuan penelitian ini adalah merancang media pembelajaran berbantuan adobe flash untuk mata pelajaran CNC Turning dengan sistem koordinat. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan Four-D Models yang terdiri dari 4 tahap yaitu define, design, develop, dan disseminate. Instrumen yang digunakan berupa angket dengan skala Likert 4 pilihan jawaban. Angket divalidasi oleh ahli evaluasi. Pengambilan data dilakukan kepada 32 responden. Data kualitatif dan kuantitatif yang diperoleh dianalisis menggunakan teknik analisis deskriptif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah disesuaikan dengan kebutuhan dan tuntutan dari guru dan siswa. Tingkat kelayakan media pembelajaran menurut ahli materi mendapatkan rerata nilai sebesar 3,37 dengan kategori “sangat baik”. Hasil validasi ahli media memperoleh rerata nilai sebesar 3,45 dengan kategori “sangat baik”. Hasil validasi guru pengampu memperoleh rerata nilai sebesar 3,38 dengan kategori “sangat baik”. Berdasarkan penilaian respon siswa diperoleh rerata sebesar 3,47 dengan kategori “sangat baik”.


Widya Accarya ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 188-197
Author(s):  
Oktavia Dwi Wuyung Sari ◽  
Ni Luh Gede Karang Widiastuti

ABSTRAK Penelitian ini bertujuan untuk meningkatkan motivasi belajar dalam pembelajaran matematika melalui implementasi  kooperatif tipe teams games tournament (TGT) berbantu media pembelajaran permainan tradisional cublak-cublak suweng. Penelitian ini merupakan Penelitian Tindakan Kelas yang dilaksanakan secara kolaboratif antara guru dengan peneliti pada mata pelajaran matematika. Subjek dalam penelitian ini adalah siswa kelas IV SD Bina Tunas yang berjumlah 6 siswa yang terdiri dari 3 siswa perempuan dan 3 siswa laki-laki. Metode pengumpulan data dalam penelitian ini menggunakan observasi dan dokumentasi. Instrumen penelitian yang digunakan yaitu lembar observasi dan dokumentasi. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis data deskriptif kuantitatif. Berdasarkan hasil penelitian dapat disimpulkan bahwa model pembelajaran kooperatif tipe teams games tournament (TGT) berbantu media pembelajaran permainan tradisional cublak-cublak suweng untuk meningkatkan  motivasi belajar dalam pembelajaran matematika kelas IV SD Bina Tunas. Hal ini ditunjukkan dengan adanya peningkatan persentase skor rata-rata motivasi belajar matematika sebesar pada siklus I sebesar 69,66% dan pada siklus II sebesar 84,83%. Terjadi peningkatan dari siklus I ke siklus II sebesar 15,17%. Hasil analisis data siklus II menunjukkan bahwa skor tersebut sudah mencapai indikator keberhasilan yang ditentukan yaitu minimal tinggi. Terdapat 5 indikator dengan 4 deskripsi motivasi belajar dalam penelitian ini dan kelima indikator tersebut telah mencapai indikator keberhasilan yang ditentukan minimal tinggi. Kata Kunci: Teams Games Tournament (TGT), Media Pembelajaran Permainan Tradisional Cublak-cublak Suweng, Motivasi Belajar Matematika ABSTRACT This research aimed to increase learning motivation in mathematic learning through implement a cooperative learning model, the type of teams games tournament (TGT) was assisted by the learning media of cublak-cublak suweng traditional games. Assisted by traditional learning media cublak-cublak suweng in learning motivation for fourth grade mathematics learning at SD Bina Tunas. This research was a classroom action research which was carried out collaboratively between teachers and researchers in mathematics. The subjects in this research were the fourth grade students of SD Bina Tunas, totaling 6 students consisting of 3 female students and 3 male students. Data collection methods in this research using observation and documentation. The research instrument used was the observation sheet and documentation. The data analysis technique used in this research was descriptive quantitative data analysis. Based on the results of the research, it was concluded that the cooperative learning model of the Teams Games Tournament (TGT) type was assisted by the learning media of cublak-cublak suweng traditional games to increase learning motivation in the fourth grade mathematics learning of SD Bina Tunas. It was indicated by an increase in the percentage of the average score of learning motivation for mathematics in the first cycle of 69.66% and 84.83% in the second cycle. There was an increase from cycle I to cycle II of 15.17%. The results of cycle II data analysis indicated that the score had reached the specified success indicator, which was at least high. There were 5 indicators with 4 descriptions of learning motivation in this research and the five indicators had reached the specified minimum high success indicator. Keywords: Teams Games Tournament (TGT), Learning Media for Traditional Games Cublak-cublak Suweng, Motivation to Learn Mathematics


2017 ◽  
Vol 5 (3) ◽  
pp. 399
Author(s):  
Kintoko Kintoko

This research is a developmental research, the purpose of this research is to produce a problem based mathematic learning media with Tangent Line to Circle for VIII grade Junior High School student by utilizing Adobe Flash SC6 on a Compact Disc (CD). This research was conducted to determine the quality of mathematics learning media in accordance with a good learning media which based on three aspects; Validity, Practicality an Effectiveness. The procedure of this research was using ADDIE model; Analysis, Design, Development, Implementation and Evaluation. The result of this research shown that Problem Based Interactive Mathematics Learning Media on Tangent Line to Circle for VIII Grade Junior High School fulfilled the criteria of good media quality. On validity aspect, the media got “Valid” category with average score 3,307 by material expert and got “Very Valid” category with average score 3,877 by media expert. On practicality aspect, validator determined that the media was applicable with minimal revision, teacher response to the media shown “Very Good” category with average score 3,404 and media learning implementation observation sheet analysis shown “Good” category with average score 3,333. On effectiveness aspect, students’ test result shows 85,19% student “Passed”, students’ mathematic solving ability shows “Good” category with average score 80,09 and also students’ positive response with 81,25% response


2020 ◽  
Vol 4 (2) ◽  
pp. 130-136
Author(s):  
Sunarti Sunarti

This researcher bertutuan to improve the activity and learning outcomes in mathematics through Materials Up Datat Props to the Geometry of the Flat in class III SDN 008 South Sangatta. This research is motivated by low activity mathematics learning outcomes of students class III SDN 008 South Sangatta. Subject this research is students class III SDN 008 South Sangatta which amounted to 20 students. This research type is Classroom Action Research (classroom Action). With research that use is the model Kemmis which includes the stages of planning, implementation of action, observation, and reflection. The instrument of data collection used is the observation sheet. The data analysis technique used is data analysis descriptive qualitative.             Based on the results of data analysis at cycle I of meeting I activity the students showed 30%, meeting 2 shows 39%, meeting 3 showed 47%, the average value of student activity cycle I shows 42%, classified as criteria low. After repair there was an increase in cycle II meeting I Activity the student demonstrates 80%, meeting 2 shows 86%, meeting 3 show that 92%, the average value of students of cycle II showed 86%, quite high criteria. This increase occurs where students always pay attention to his weaknesses and trying to memprbaikinya seemingly on the stages of the cycle that there is always an increase. Increased activity of students can also affect the improvement of student learning which indicates the average percentage of the first cycle 61%, cycle II is 78%. From the results of the research show that props up a flat geometry flat can increase the activity and learning outcomes in mathematics in class III SDN 008 South Sangatta.


Author(s):  
Rahmatullah Rahmatullah ◽  
Inanna Inanna ◽  
Muhammad Rakib ◽  
Mustari Mustari ◽  
Rabania Rabania

This study aims to develop a character economy comic for early childhood. This research is a type of research development (Research and Development) includes 5 stages, namely needs analysis; Identify the material to be developed; Development; Production; as well as the Trial stage. After the product has been designed, a material expert will assess the feasibility of the material content developed in a comic character design, as well as a design expert to assess the feasibility of the design side, both in the structure and appearance of the images as outlined in designing thematic economic comics. The data analysis technique used qualitative descriptive analysis and quantitative descriptive analysis. The results showed that thematic economic comics were feasible to be developed and tested on users based on the results of due diligence by experts. The average value of the results of the material expert trial was 4.7, while the results of the design expert's assessment obtained an average score of 4.5. The two results of the assessment are in the very feasible category for use in the field trial phase. After conducting field trials on elementary school level students, an average score of 4.7 was obtained and was in the very feasible category. Thus, it can be understood that the character economy comics that are developed can be a supplement in learning, especially in fostering children's economic character from an early age


2021 ◽  
Vol 2 (2) ◽  
pp. 184
Author(s):  
Ignasius Layola Dedy ◽  
Dede Suratman ◽  
Munaldus Munaldus

This study aims to develop a product for developing a mathematics learning blog on material in junior high school. The research method used in this research is the research and development method. Research and development are the process of developing a new product or improving an existing product. The data collection tools include a material expert validation questionnaire, a media expert validation questionnaire, and a student response questionnaire. From the results of material expert validation, an average score of 75 was obtained with a good category, the results of media expert validation obtained an average score of 75 with a good category, then the response questionnaire was obtained, namely a positive response with a percentage of 96.18% and a negative response with a percentage of 3.82 %. Based on the data obtained, it can be obtained that the blog development product is as expected and in accordance with the needs and curriculum. The responses that have been submitted to students get a very good response.


2019 ◽  
Vol 3 (1) ◽  
pp. 46
Author(s):  
Ayu Komalasari ◽  
Darmasih Darmasih

Abstrak: Tujuan penelitian ini adalah untuk meningkatkan hasil belajar matematika siswa kelas VIII SMP melalui penerapan strategi pembelajaran kreatif-produktif. Jenis penelitian ini adalah penelitian tindakan kelas (PTK). Data yang dikumpulkan dari penelitian adalah hasil tes dan observasi. Hasil penelitian menunjukkan bahwa nilai rata-rata diperoleh siswa pada siklus I sebesar 48,68 dengan ketuntasan klasikal belajar sebsar 71,42 dan pada siklus II nilai rata-rata sebesar 64,34 dengan ketuntasan klasikal belajar sebsar 78,12%. Sedangkan aktivitas siswa pada siklus I pertemuan pertama menghasilkan rata-rata 8,4 dan pertemuan kedua dengan rata-rata sebesar 10,2, kemudian pada siklus II pertemuan pertama dengan rata-rata 11,6 dan pada pertemuan kedua dengan rata-rata 15,4. Hasil penelitian menujukkan adanya peningkatan hasil belajar matematika melalui strategi pembelajaran kreatif-produktif pada materi operasi aljabar kelas VIII SMP.Abstract:  The purpose of this study was to improve the mathematics learning outcomes of eighth grade students of Junior High School through the application of creative-productive learning strategies. This type of research is classroom action research (CAR). Data collected from research are test results and observations. The results showed that the average value obtained by students in the first cycle was 48.68 with the classical completeness of learning was 71.42 and in the second cycle the average score was 64.34 with the classical completeness of learning was 78.12%. While the activities of students in the first cycle of the first meeting produced an average of 8.4 and the second meeting with an average of 10.2, then in the second cycle the first meeting with an average of 11.6 and at the second meeting with an average of 15, 4. The results of the study showed an increase in mathematics learning outcomes through creative-productive learning strategies in algebraic operating material in eighth grade students of Junior High School.


2019 ◽  
Vol 11 (2) ◽  
pp. 71-88
Author(s):  
Muhammad Ilham Rosyadi

This study aims to improve the learning outcomes of the material division of two-digit integers class 2 MI Miftahul Ulum Kebalankulon by using Media Dakon. The subjects in this study were students of class 2 MI Miftahul Ulum Kebalankulon, totaling 20 students, consisting of 14 students and 6 students. The object in this study is the arithmetic skills and the results of learning mathematics. Data collection methods used in this study were observation and tests with research instruments namely observation sheets and evaluation questions. The data analysis technique used in this research is descriptive qualitative and quantitative descriptive data analysis. The results showed that using the media can increase the math skills and learning outcomes of the material division of integers. In the quality of learning, after the implementation of the first cycle, the teacher's activities in teaching and student participation are in the good category. In the second cycle increased to very good. Improved learning outcomes are shown by increasing the average value of learning outcomes before being given an action that is 62.4 with completeness achieved by 10 students (50.0%), increased in the first cycle with an average test of learning outcomes of 68.7% with completeness achieved by 16 students (80%) in the good category. In the second cycle the average class increased to 82.5 with completeness achieved by 19 students (95%) and in the very good category.


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