scholarly journals Pengembangan Media Pembelajaran Matematika Interaktif Berbasis Android Pada Materi Dimensi Tiga Kelas X SMA

Jurnal Varian ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 1-5
Author(s):  
Doni Dwiranata ◽  
Dewi Pramita ◽  
Syaharuddin Syaharuddin

Abstract: This study aims to develop and produce android-based mathematics learning media on the subject of three dimensions of point, line, and field positions in space, for class X high school students and find out the validity, effectiveness, and practicality of interactive multimedia-based learning media. This type of research is a research development in the form of a three dimensional interactive learning media. Media development refers to the ADDIE development model which includes 5 stages, namely Analysis, Design, Development, Implementation, Evaluation. The subjects of this study were students of class X IPA and students of class X IPS SMA Negeri 1 Maronge. The instruments used in this study were questionnaire validation of material experts and media experts, student questionnaire responses, and student evaluation tests. The results of the development research are: (1) The results of the validation of the material and the media obtain an average score of 36 with the category "quite valid"; (2) The results of the effectiveness of the media in small group trials have achieved 100% mastery learning in the "very effective" category; (3) The results of the practicality of the media in small group trials obtained an average score of 57 in the "very practical" category; (4) The results of the effectiveness of the media in large group trials gained mastery learning reaching 80% with the category of "effective"; and (5) The practicality of the media in the large group test obtained an average of 54,485 in the "practical" category.

2021 ◽  
Vol 15 (2) ◽  
pp. 190-200
Author(s):  
Dandi Mifta Abdillah ◽  
Dwi Astuti

Penelitian ini bertujuan untuk menghasilkan Lembar Kerja Peserta Didik (LKPD) berbasis Problem-Based Learning (PBL) pada topik sudut yang layak. Penelitian pengembangan ini mengadopsi model pengembangan ADDIE dengan tahapan meliputi Analysis, Design, Development, Implementation, dan Evaluation. Kualitas LKPD ditinjau dari penilaian ahli materi, ahli media, dan respon peserta didik. Instrumen penelitian yang digunakan adalah angket ahli materi, angket ahli media, dan angket respon peserta didik. LKPD diujicobakan di kelas VII SMP Muhammadiyah 1 Yogyakarta dengan subjek sebanyak 32 peserta didik. LKPD yang dikembangkan memuat aktivitas pembelajaran sesuai langkah PBL, menyajikan masalah yang berkaitan dengan kehidupan sehari-hari di awal pembelajaran, dan dapat digunakan dalam pembelajaran online. Ditinjau dari aspek materi, LKPD dinilai baik dengan rerata skor penilaian oleh ahli materi yaitu 4,00. Ditinjau dari aspek media, LKPD dinilai baik dengan skor penilaian oleh ahli media sebesar 3,6. Respon peserta didik terhadap penggunaan LKPD termasuk pada kategori baik dengan rerata skor penilaian sebesar 4,05. Dapat disimpulkan bahwa LKPD berbasis PBL untuk SMP kelas VII pada topik sudut layak digunakan dalam pelaksanaan pembelajaran matematika. Development of a students' worksheet based on problem-based learning (PBL) on the topic of anglesAbstractThis study aimed to produce a students’ worksheet or Lembar Kerja Peserta Didik (LKPD) based on Problem-Based Learning (PBL) on the topic of angles, which were feasible. This development research adopts the ADDIE development model with stages including Analysis, Design, Development, Implementation, and Evaluation. The quality of LKPD was viewed from the assessment of material experts, media experts, and students’ responses. The instrument used was a material expert questionnaire, a media expert questionnaire, and a students’ response questionnaire. LKPD was piloted on 32 seventh grade students of private junior high schools, namely SMP Muhammadiyah 1 Yogyakarta, Indonesia. The developed LKPD contained learning activities according to PBL steps, presented problems related to everyday life at the beginning of learning, and could be used in online learning. In terms of the material aspect, LKPD was considered good with an average score of assessment by material experts, namely 4.00. In terms of the media aspect, LKPD was considered good with a score of 3.6 by media experts. Students’ responses to the use of LKPD were included in the good category with an average score of assessment of 4.05. It could be concluded that the PBL-based LKPD for seventh-grade junior high school students on the topic of angles was feasible for use in the implementation of mathematics learning.


2017 ◽  
Vol 3 (2) ◽  
pp. 125
Author(s):  
Nur Kesumayanti ◽  
Rizki Wahyu Yunian Putra

ABSTRACTThe purpose of this research is to produce material of quadratic equations supported by quick, appealing, and easy formula for students. The Method of This research is Research and Development Procedure ( R & D)� from Brog and Gall which is adopted by Sucipto that is up to the seventh stage, such as: potential problem, data collection, product design, design validation, design revision, product trial, and product revisions. The subject of this research is one of high school students in Bandar Lampung. The data collection was obtained from the validation of the instruments as well as trials of small group and large group products. This researchs analyzed by descriptive quantitative and qualitative. The products produced through the validation of the feasibility of� the material expert validator team, the media expert, the linguist and the mathematic teacher and the language teacher obtained the criteria "Very worthy of use". furthermore on the aspects of small group and large group product trial obtained the criteria "Very easy and very interesting for students". Based on the results of assessment of responses by experts, teachers, and student responses it can be concluded that the material module of quadratic equations aided by the formula is quickly categorized very feasible, very interesting, and very easy for students.Keywords: Teaching Materials, Quadratic Equations, Quick Formulas


Author(s):  
Firman Benhard Silaen ◽  
Indra Kasih ◽  
Novita Sari Harahap

This study aims to produce learning media for basic basketball techniques based on Macromedia Flash for X grade high school students that can be used by students as a learning resource independently. The type of research used is research and development (R&D), namely the development of learning materials based on Macromedia Flash. This learning media development model was developed based on the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of the trial were students of class X SMA Methodist-8 Medan which consisted of small group trials of 15 students and large group trials of 30 students. The instrument used to collect data in this research and development is a questionnaire or questionnaire. The data analysis technique used descriptive statistical analysis. The results showed that the learning media for basic techniques of basketball based on Macromedia Flash for grade X SMA students were feasible to be used as a learning resource for students. This is indicated by several assessments that have been carried out by media experts, material experts and field trials. The final result of the assessment of the media expert shows that the basic basketball technique is declared "very good" with a percentage of 86% and the results of the assessment of the material expert show the category of "very good" with a percentage of 85%. The results of the small group trial got the "Good" category with a percentage of 90.76% and the results of the large group trial got the good category with a percentage of 95.38%. 


Author(s):  
Sarjoko Sarjoko ◽  
Demitra Demitra

This article describes the development of handep cooperative learning model consist of 3-4 members become pair handep cooperative learning model in the form of module and validated by experts and students who used it. The model of development used R2D2, that focused on the design and development stage. The draft of the model at the single-path prototype level validated by the learning expert and small group validation in context the of mathematics learning in secondary school, to get the model at alpha version level. The instrument is rubric and questionnaire for small group testing. The result of the research (1) the model has fulflled the principle of quantum teaching that is context orchestrations include an exciting learning atmosphere and solid foundation; (2) junior high school students rated the model interesting and fun; (3) learning steps that to be challenging on individual work steps and mutually assisting in solved the difcult problems for students individually; (4) the model has reached the alpha version level. Abstrak Artikel ini menjelaskan pengembangan model pembelajaran kooperatif handep beranggotakan 3-4 orang menjadi model kooperatif handep berpasangan dalam bentuk modul dan dinilai oleh pakar dan siswa yang menggunakannya. Model pengembangan yang digunakan adalah R2D2 (Recursive, Reflective, Design and Development), difokuskan pada tahap design and development. Draf model pada level single path prototype divalidasi oleh pakar pembelajaran dan uji kelompok kecil dalam pembelajaran matematika di SMP, untuk mendapatkan model pada level alpha version. Instrumen berupa koesioner dengan pertanyaan terbuka untuk validasi ahli, dan angket respon siswa untuk uji kelompok kecil. Hasil penelitian (1) model telah memenuhi kaidah Quantum teaching yaitu orkestrasi konteks meliputi suasana belajar yang menggairahkan dan landasan yang kokoh, (2) siswa SMP menilai model tersebut menarik dan menyenangkan, (3) langkah-langkah pembelajaran yang dirasakan menantang pada langkah bekerja secara individual dan saling membantu secara bergiliran dalam memecahkan masalah sulit bagi siswa secara individual, dan (4) model telah mencapai level alpha version. Keywords: Aplha version; cooperative learning; pairs handep; quantum teaching; single path prototype    


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.


Author(s):  
Nailul Himmi ◽  
Lia Bidari Agustin Hatwin

Abstrak. Penelitian pengembangan ini bertujuan untuk membuat bahan ajar matematika berupa modul pada materi sistem pertidaksamaan dua variabel berbasis GeoGebra terhadap kemampuan visual thinking matematis siswa SMA kelas X, serta mengetahui kualitas bahan ajar ditinjau dari kevalidan, kepraktisan, dan keefektifan. Pengembangan modul dilakukan berdasarkan model ADDIE dengan tahapan analisis, desain, development, implementation, dan evaluation. Instrumen yang digunakan berupa lembar penilaian modul untuk ahli materi dan ahli media untuk mengukur kevalidan, angket respon siswa untuk mengukur kepraktisan, serta soal tes visual thinking untuk mengukur keefektifan media. Uji coba produk dilakukan sebanyak 3 kali di SMA Negeri 8 Batam pada kelas X MIPA 5 yang mengimplementasikan Kurikulum 2013. Hasil penelitian ini berupa modul sistem pertidaksamaan dua variabel berbasis GeoGebra terhadap kemampuan visual thinking matematis siswa SMA kelas X. Berdasarkan hasil penelitian diperoleh bahwa modul dikatakan sangat valid (3,46), praktis (3,04) dan efektif (89%), serta kemampuan visual thinking matematis siswa dengan rata-rata kelas 89,61. Kata Kunci: Modul, visual thinking, dan Geogebra Abstract. This development research aims to create mathematics teaching materials in the form of modules on the material of the system of inequality of two variables based on GeoGebra on mathematical visual thinking ability of high school students of class X, and to know the quality of teaching materials in terms of validity, practicality and effectiveness. The module development is based on the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. Instruments used in the form of a module assessment sheet for material experts and media experts to measure validity, questionnaire responses to students to measure practicality, as well as visual thinking test to measure the effectiveness of the media. Trial of the product is done 3 times in SMA Negeri 8 Batam in class X MIPA 5 which implements Curriculum 2013. The result of this research is a modulation system of inequality of two variables based on GeoGebra to visual thinking ability mathematically high school students of class X. Based on the research results obtained that the module is said Excellent (3.46), practical (3.04) and effective (89%), as well as students mathematical visual thinking ability with grade average of 89,61. Keyword: Module, visual thinking, and GeoGebra.


2020 ◽  
Vol 7 (3) ◽  
pp. 235
Author(s):  
Elsida Aritonang ◽  
Nova Erawati Sidabalok

Based on the list of Mathematics grade X grade students from T.P 2015/2016 to T.P 2017/2018, there can be seen many significant and positive changes with an increase in students' mastery learning from 40.87% to 48.72% to 80.85%. In addition to increased learning completeness, the average student learning outcomes in mathematics also increased. There is a change in the involvement of students to discuss and cooperate with fellow friends in terms of solving problems given by the teacher. Changes in the activity of students to take part in learning mathematics. The seriousness of students in participating in learning has also increased. The activeness of students in answering oral questions has also increased. This is indicated by the increasing number of students who give correct answers. the activeness of students in completing homework is increasing. This is indicated by the increasing frequency of students completing homework on time. The activeness of students to appear in front of the class solving problems on the board also increased. Students begin to believe in themselves and have the ability to solve the problems given. Based on observation, the teacher has a problem where the students are very familiar with the conventional way, the teacher explains in front of the class while students listen, Building a conducive classroom atmosphere by involving students to be more active sometimes inviting a commotion in the classroom where students initially play more than learn. Building a sense of responsibility to students also becomes difficult because students' demands actually become reversed because the teacher explains a little subject matter and students are directed to further develop material insights through discussion activities and so on. The application of the 2013 curriculum also requires students to understand the implementation of the value of the knowledge acquired so that a variety of practical activities are needed as a tangible form of the implementation of students' mathematical knowledge


2019 ◽  
Vol 1 (1) ◽  
pp. 29-40
Author(s):  
Riani Ika Oktafianti ◽  
Riawan Yudi Purwoko ◽  
Erni Puji Astuti

The purpose of this study was to develop a culture-based mathematics learning model through traditional Javanese games and find out the feasibility so that it could be used for elementary school students. This development research uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Through these stages of development, it  produce culture-based mathematics learning model through traditional Javanese games products with the main products in the form of model books, student books, teacher books, syllabus, lesson plans, and student worksheets. The research subjects were 19 fourth grade students at Klegenwonosari Elementary School. The data collection techniques in this study were carried out test and non-test. The data analysis technique in this study was in scores and percentages. Starting from the needs analysis of learning models, culture-based needs analysis, and curriculum analysis it is known that the use of mathematical learning models through traditional games has been done but outside learning, students were lack of knowledge about the traditional Javanese culture games that were Gobag Sodor and Engklek. Based on the results of the study, the mathematical learning model through traditional Javanese games fulfills the valid criteria with an average score of 3.79 from the model expert's assessment. Fulfill the effective criteria by obtaining the results of completeness of students 84.21% and get very positive students responses with a percentage of 90.90%. Therefore, Culture-based Mathmatics learning model through traditional Javanese games is suitable for elementary students. Keywords: traditional Javanes games, mathematics models, ethnomatematics


2020 ◽  
Vol 3 (1) ◽  
pp. 19
Author(s):  
Asep Yusuf ◽  
Ruslan Mubarok

The problem of this research is how to apply realistic mathematics to the wide discussion and the circumference of flat shapes. The aim is to identify the difficulties of junior high school students in completing story questions in broad and rounded discussion. This research method is classroom action research. Subjects of the study included students of class IX-B at SMPN 1 Campaka Mulya. The instrument tested was a test sheet containing 5 questions in the form of a description. The study was conducted in three cycles, in each cycle consisting of several stages, namely planning, implementing actions, observing, and reflecting. From the results of the study obtained information related to improving student learning outcomes. This is known from the average value and percentage of mastery learning in each cycle that is increasing. In cycle I the average value is 53.8 with completeness of learning 3.7% and included in the category of inadequate, the average value of cycle II is 75.2 with mastery learning 40.7% and included in the category enough, and the average value the average cycle III is 82.8 with mastery learning reaching 92.5% or included in the Good category. After the implementation of the action, it appears that students become more happy and enthusiastic in learning mathematics by using a realistic approach to the broad discussion and the circumference of flat shapes.


2021 ◽  
Vol 5 (4) ◽  
pp. 665
Author(s):  
Yeyen Vioskha ◽  
Yenita Roza ◽  
Maimunah Maimunah

This research was motivated by the learning outcomes of SMAN 5 Tapung students who were under the target (KKM). This research was to intend providing the solutions by applying Bandicam videos in the learning. The purpose of this study was to improve student learning outcomes on trigonometric comparison material in right triangles using Bandicam video media in class X Mia SMAN 5 Tapung. This study used a quantitative approach with interview observation steps, survey methods and blended learning methods. The research subjects were students of class X MIA SMAN 5 Tapung and the object of this study was the use of videos recorded with the Bandicam application to improve cognitive mathematics learning outcomes. Data collection techniques used tests, observations, and documentation, while data analysis techniques used qualitative descriptive data analysis methods. The average score obtained by students at the end of the first cycle was 67.6 with the number of students who reached the KKM as many as 32 students (43.7%), then at the end of the second cycle the average value of students increased to 77.4 and as many as 32 students scored reaching the KKM (87.5%). By increasing the KKM results obtained after learning using Bandicam video media, the cognitive learning outcomes of students are increased.


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