scholarly journals PEMBELAJARAN MATEMATIKA MENGGUNAKAN LEMBAR KERJA PESERTA DIDIK (LKPD) BERBENTUK KOMIK

2021 ◽  
Vol 2 (1) ◽  
pp. 51
Author(s):  
Suhartati Suhartati ◽  
Yulis Jamiah ◽  
Silvia Sayu

This research aims to know the effectiveness of LKPD from comic in mathematics teaching a algebra’s subject for students of SMA Negeri 3 Pontianak. This research is classified as a pre-experimental in form of one shot case study design. The population of this research were students of eleven grade science program, and the samples is 1 class of students in eleven grade science program. The sample were selected by conducting purposive sampling. The revenue of  data analysis point out that the learning activity was very active with the average student learning activities obtained by 89.35%, the study result was reached. Student gave a great feedback, the implementation of learning management by teachers in learning mathematics was classified as ‘very good’. Based on the research findings that four cathegories of effectiveness was reached, therefore the application of  LKPD from comic was effective in mathematic teaching a algebra materials to the students grade XI science 2 of SMA Negeri 3 Pontianak.Keywords: Effectiveness, LKPD, Comic 

2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Pen Lister

AbstractThis paper discusses the uses and applications of the Pedagogy of Experience Complexity for Smart Learning (PECSL), a four-tier model of considerations for the design and development of smart learning activities. Using existing mobile apps and relevant activities as illustrative examples, the PECSL is applied to indicate concepts and mechanisms by which useful pedagogical considerations can work alongside user-centred design principles for the design and development of smart learning in urban hyper-localities. Practical application of the model is discussed using real world examples of activities as a basis to demonstrate the potential for manifold opportunities to learn, and plan for experience complexity in a smart learning activity. Case study approaches reflect on aspects of the PECSL in how it might be a useful and pragmatic guide to some of the issues faced when designing digital citizen learning activities in complex urban environments.


2021 ◽  
Vol 7 (3) ◽  
pp. 987
Author(s):  
Devi Merina Tuz Sa’diyah ◽  
Ahmad Ahmad ◽  
Nilna Sa’adayah

<p>The focus of this research is to describe the strategy of adversity quotient for the management of the Community Learning Activity Center (PKBM) to develop innovations in turning barriers into opportunities for non-formal education programs. Qualitative research with this type of case study was carried out at PKBM Mentari, using structured interviews as the primary data collection method, in order to obtain primary data and document matrix methods to obtain secondary data. the data were analyzed using interactive techniques belonging to Miles and Huberman with the stages of data reduction, data presentation and conclusion drawing. The results of this study are the adversity quotient strategy that generally implemented by PKBM is very good, this can be seen from the indicators including: 1) Organizing learning activities flexibly in terms of time, so that it does not interfere with the daily activities of the community; 2) Provide learning at affordable costs so as not to burden the community in participating in learning; 3) Making the community the main partner in the continuation of teaching and learning activities at PKBM and 4) Building synergies with local village officials. The relatively short research time is the main limitation in compiling this study, so that it only maximizes the statements of the main informants. </p><p><strong> </strong></p>


Author(s):  
David M. Antonacci ◽  
Nellie Modaress ◽  
Edward Lee Lamoureux ◽  
David Thomas ◽  
Timothy Allen

User-created virtual worlds are emerging technologies with rapidly growing acceptance in education. Of the various reported educational uses of these virtual worlds, the focus of this chapter is on virtual worlds for constructivist learning activities, because this use has application to many real-life courses and has the potential to transform teaching and learning. To assist educators with recognizing and understanding virtual world learning activities, Antonacci & Modaress (2005, 2008) developed the Interaction-Combinations Integration model. However, this model has not been studied in actual virtual-world learning practice. Using a case study method, this chapter examines the usefulness of this model to organize and describe actual virtual world learning activities, provides additional learning activity examples, and describes what was needed to implement and conduct these learning activities.


Intersections ◽  
2020 ◽  
Vol 5 (1) ◽  
pp. 38-45
Author(s):  
Prihastini Oktasari Putri ◽  
Erna Wati

This study aims to: (1) determine the responses of students in learning mathematics with a cooperative model type Team Game Tournament (TGT). (2) determine whether using the cooperative model type Team Game Tournament (TGT) can improve students' mathematics learning activities. The type of research used is Classroom Action Research (CAR). The sample in this study were all grade V students of SD Negeri 1 Plumbon in the academic year 2019/2020 as many as 24 students. The instruments used in this study were observation, documentation and questionnaires. Based on the results of the study, it was concluded that: (1) The fifth grade students of SD Negeri 1 Plumbon gave a positive response to the implementation of learning mathematics using the Team Game Tournament (TGT) cooperative model. (2) the use of the Team Game Tournament (TGT) type cooperative model can increase student learning activities in the fifth grade mathematics subject of SD Negeri 1 Plumbon. This increase can be seen in the results of the observation sheet and questionnaire. Based on the observation sheet, it was found that the average percentage increase in pre-cycle was 36.97% to 61.45% in cycle I and 72.39% in cycle II. Meanwhile, based on the student learning activity questionnaire using the cooperative type Team Game Tournament (TGT) model, it also increased from the pre-cycle by 61.97%, increased to 74.88% in cycle I and increased again in cycle II which was 80.20%.


2020 ◽  
Vol 10 (4) ◽  
pp. 38
Author(s):  
Abdullah Mat Rashid ◽  
Irra Zahira Ishan ◽  
Nurul Farhana Mohamed

The authors employed a qualitative case study design to explore factors of persistence in agricultural science program. Specifically focused on factors that influence participants continue in enroll the agricultural program in tertiary education since previously studied a subject or several subjects related to agriculture in secondary school. All participants had taken agricultural programs in tertiary education and previously had studied subject that related to agriculture during secondary school. Findings show that support from close individual, school environment, exposure to agriculture and personal factor were factors influencing the persistence of students in agriculture. The authors address implications for increasing student’s persistence in agricultural science program.


2021 ◽  
Vol 8 (2) ◽  
pp. 170-181
Author(s):  
Eko Kuntarto ◽  
Faizal Chan ◽  
Nurul Qalbi Eka Pratiwi

This research aims to describe the types of difficulties encountered by students when conducting online learning through WhatsApp, as well as how teachers address students' learning difficulties. The method used in this research was qualitative research method using case study design. Data were gathered through online observation and interviews. Data analysis was carried out by collecting data, analyzing data, and drawing conclusions. To check the validity of the data, sources and technique triangulations were used. The results of this research showed that there were several difficulties experienced by the students during online learning through WhatsApp group, such as lack of support facilities because students did not have their own mobile phones, unstable internet network, and insufficient internet quota. Regarding the use of WhatsApp in learning activities, students had difficulty discussing in the group or using WhatsApp features. The teacher overcame the obstacles for students who did not have their own mobile phones by asking their classmates or neighbors who lived nearby to provide information related to learning activities. To address challenges such as an unstable internet network, the teacher instructed students to find a location with a good network while learning. Then, regarding students who did not have an internet quota, the teacher recorded the student's WhatsApp numbers so they could get free internet assistance from the Ministry of Education and Culture. To solve problems related to the difficulty of students discussing in groups and difficulties using the WhatsApp feature, the teacher always guided and assisted students on how to use the WhatsApp features in the learning process.


Author(s):  
Siti Hadianti ◽  
Bobi Arisandi

The outbreak of coronavirus disease 2019 (COVID-19) has caused many new challenges for educational institutions. Most schools and universities have been transforming the learning mode into an online platform and it leaves teachers and students in a challenging situation. The existence of English community which helped to provide exposure and practice toward English learning is postponed due to COVID-19 pandemic. Online English community as an alternative to replace English community has not been observed well before. Its flexibility in learning is assumed that it can enhance a better engagement in the English learning activity. The purpose of this study is to investigate the role of the online English community during COVID-19 pandemic. Fifteen university students that are involved in one online English community participated in the research. The researchers chose the sample by using purposive sampling. The data was collected through questionnaire and interview and the method that is used is qualitative research with a case study design. The researchers found that there are at least 3 roles of online English community during COVID-19 pandemic. 


2021 ◽  
Vol 12 (3) ◽  
pp. 1029-1035
Author(s):  
Maizatul Hayati Mohamad Yatim Et.al

This article reports a structural classification taxonomy on computational thinking abilities among tertiary students in game-based learning activities focusing on the playing games approach. The computational thinking abilities among tertiary students involves with the two main constructs which are solving problem creatively and making decision in game-based learning activity for their learning purposes. This study described the fundamental issue of applying computational thinking to tertiary students in university setting towards nurturing 21st Century skills. The issues were then analysed using attributes embedded in three different areas which are the computational thinking, game-based learning activities, and the 21st Century skills. A case study with ten students was used as the qualitative research design, and subsequently through interview protocol and observations. From the case study conducted, a taxonomy of computational thinking for enhancing 21st Century skills in game-based learning (playing games) approach was developed to classifying computational thinking with student’s experiences in game-based learning activity. It is believed that this research can helps educators and curriculum decision makers in identify the appropriate computing activities for tertiary students in university.


2018 ◽  
Vol 5 (1) ◽  
pp. 27
Author(s):  
Hepta Bungsu Agung Jayawardana ◽  
Mochammad Maulana Trianggono

<em>The purpose of the study is developing articulate studio '13 based learning expert validation through the media and examine the effect on the student learning outcomes. The participants include 48 students of biology education IKIP PGRI Jember with One Shot-Case Study design. The data is analyzed descriptively qualitative. The result of the validation is categorized, the feasible learning activity is good, the student's response is well classified and learning outcomes is complete. The conclusion of this study is learning media based articulate studio '13 can improve student motivation and learning outcomes.</em>


2021 ◽  
Vol 4 (4) ◽  
pp. 644-667
Author(s):  
Sertac Arabacioglu ◽  
Hasan Zuhtu Okulu

Virtual solutions of museums can be notably used to promote distance learning activities by providing information about their collections. However, the effective use of this potential depends mainly on the exact alignment of the learning activities with the educational goals. For this purpose, this study focuses on the analysis of pre-service teachers’ activity designs based on virtual museum visits for out-of-school learning environments. Within the scope of the case study design, 40 activity plans developed by pre-service teachers for elementary mathematics, science, and classroom teaching were examined. The activity designs for selected virtual museums emerged as a result of a semester program. The research findings indicated that the activities emphasized the strategies of supporting learning outcomes, the guidance process for students in the virtual museum environment, and the engagement of the student with the virtual environment. Based on this, the study revealed that using virtual museums as a teaching tool for pre-service teachers supports teachers’ knowledge and skills of the activity design.


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