scholarly journals The Development of Engklek Geometri Learning Media to Preserve Traditional Game

Author(s):  
Nur Isnaini Utami ◽  
Iis Holisin ◽  
Himmatul Mursyidah

<em>Engklek Geometry</em> is one of mathematics learning media for rectangular material. The purpose of this research is to describe the development process of <em>Engklek Geometry</em> learning media to be valid, reliable, and effective. The development model used in this research is the 4-D development model, and the research method is developed with quantitative descriptive approach. <em>Engklek Geometry</em> learning media generated in this development research is valid, reliable, and effective for rectangular material. The value product of <em>Engklek Geometri</em>mathematics learning media is 3.17, it is"valid" category. Media effectiveness is reviewed from four aspects, namely learning outcomes, student activities, student responses, and teaching ability. The result of this research in class VII C SMP Muhammadiyah 4 Surabaya with classical completion percentage 89,28%, student activity is in the “active” category with percentage 94,95%, student response is "very strong" category with percentage 87,5%, and the value of the teacher's ability is 3.72 classified as "very good" category. While in the second trial in class VII E SMP Muhammadiyah 2 Surabaya obtained the results of learning with a percentage of classical completeness 93.1%, student activity with a percentage of 95.85 is in the "very active" category, student responses obtained percentage 82.07% "very strong", and the value of the teacher's ability is 3.59 classified as "very good" category.

Author(s):  
Arina Syukria

This study examines the use of interactive multimedia that can be effectively used in the learning process on the three dimensional material, to answer this problem, the research uses data collection techniques with teacher ability observation sheet, student activity observation sheet, test of learning result, and student response questionnaire. Data processing in this study using simple statistics with percentage and t-test. Achievement of the effectiveness of learning by using interactive multimedia is based on; the ability of teachers to manage learning, student activities during learning, student responses to learning and learning mastery. From the results of this study found that, the use of interactive multimedia effectively used in learning on the material dimension three in class X SMA 3 Banda Aceh. This is shown from the aspect of the ability of the teacher to manage the learning that is in the good category that is the score 4.13, the completeness of learning outcomes by 80% and student response results that show more than 90% of students interested in the appearance of illustration / interactive multimedia images and are interested to follow further learning. So it can be concluded the use of interactive multimedia, effectively used in learning on the material dimension three in class X SMA Negeri 3 Banda Aceh.


Vidya Karya ◽  
2019 ◽  
Vol 34 (1) ◽  
pp. 47
Author(s):  
Dormauli Simanullang

Abstract. This study aims to minimize the difficulty of learning mathematics students by applying learning with a constructivist approach. This classroom action research was conducted on class VIII students of SMP PGRI 3 Banjarmasin, which amounted to 30 people, for 3 cycles. Data collection was done by test and non-test techniques, using learning outcomes tests, observation sheets, and student response questionnaires. Data were analyzed quantitatively and qualitatively. The results showed that (1) student activity in learning increased to 93%; (2) student responses to learning is fun; and (3) student learning completeness increases to 97%. Thus, it can be concluded that mathematics learning with a constructivist approach is able to minimize the difficulty of learning mathematics students on the topic straight line equations. Keywords: constructivist approach, learning difficulties, student activities, straight line equations. Abstrak. Penelitian ini bertujuan untuk meminimalkan kesulitan belajar matematika siswa dengan menerapkan pembelajaran dengan pendekatan konstruktivis. Penelitian tindakan kelas ini dilaksanakan pada siswa kelas VIII SMP PGRI 3 Banjarmasin yang berjumlah 30 orang, selama 3 siklus. Pengumpulan data dilakukan dengan teknik tes dan non tes, menggunakan tes hasil belajar, lembar pengamatan, dan angket respon siswa. Data dianalisis secara deskriptif kuntitatif dan kualitatif. Hasil penelitian menunjukkan bahwa (1) aktivitas siswa dalam pembelajaran meningkat menjadi 93%; (2) respon siswa terhadap pembelajaran adalah menyenangkan; dan (3) ketuntasan belajar siswa meningkat menjadi 97%. Dengan demikian, dapat disimpulkan bahwa pembelajaran matematika dengan pendekatan konstruktivis mampu meminimalkan kesulitan belajar matematika siswa pada topik persamaan garis lurus. Kata kunci: pendekatan konstruktivis, kesulitan belajar, aktivitas siswa, persamaan garis lurus.


Author(s):  
Anisatul Farida

This research was carried out by the fact that many students are not interested in mathematics, and their calculation skill is still under expectation. Less of student engagement and too much teacher intervention are still dominating along mathematics learning process. This study aimed to improve 2nd grade students’ calculation skill through Pathilan traditional game in MI Muhammadiyah Bekangan. This research subject were 29 2nd graders of MI Muhammadiyah Bekangan period 2015/2016. This research combines classroom action research which refers to Stephen Kemmis and Robin Mc Taggart. This research was conducted in two cycles and each cycle was done in two meetings. Every cycle consisted of 4 steps i.e. preparation, action, observation, evaluation, analysis and reflection. The technique of collecting data was done by assessing test result and observation, test instrument, observation sheet, and field notes. The data was analyzed by using quantitative-descriptive approach. The study showed that students’ learning results were bellow minimum limit of 50% completeness before the implementation Pathilan traditional game during learning process. After the implementation of Pathilan traditional game, the percentage of students’ learning results that passed minimum limit (KKM) of 50% completeness was improving, from 75,86% in the first cycle to 86,21% in the second cylce. The average of students’ learning result was also improving from 67,83  becomed 75,79 in the last cycle. In the end, learning with Pathilan traditional game could motivate students to study calculation continuously


2021 ◽  
Vol 2123 (1) ◽  
pp. 012007
Author(s):  
Syamsuddin ◽  
Abdul Latif ◽  
Herlina Ahmad ◽  
Febryanti

Abstract This research is an experimental study that aims to determine the effectiveness of using the GeoEnzo application. The subjects in this study were students of class XII SMK Mega Link Majene. The research instrument was used to reveal students’ metacognitive abilities in understanding and solving problems on three-dimensional material. The instruments used were tests, observation sheets, and student response questionnaires. The data analysis used was descriptive and inferential statistical analysis. The results of the analysis showed that the average value of students’ metacognitive abilities in understanding the material was 82.75 in the high category, while the metacognitive ability in solving questions was 85.25 in the high category. Student activities are in the very active category and student responses to learning give a very positive response. The t-test shows the sig value. (2-tailed) = 0.000 < α = 0.05, thus the application of GeoEnzo application media is effective for students’ metacognitive abilities in mathematics learning.


Author(s):  
Irnawati Irnawati ◽  
Andi Halimah ◽  
Andi Ika Prasasti Abrar

Abstract:This study developed a mathematics learning tool based on the RME approach on the STAD arrangement on the subject of valid, practical, and effective on linear equations of two variables in Class VIII of SMP Negeri 1 Sungguminasa. The type of research used was Research Research and Development (R & D) with the 4-D development model by Thiagarajan that is defining, designing, developing, and disseminating. The test subjects were the eighth-grade students of SMP Negeri 1 Sungguminasa. The instruments used were expert validation sheets, learning outcome tests, observation sheets of teachers' ability to manage learning, student activity observation sheets, student response questionnaires on student books and LKPD, and observation sheets learning Media. The results of the learning test stated that: 1) valid, with the results of validation in the form of RPP, student books, and LKPD are in a very valid category. 2) practical, with observations of the implementation of learning devices in the category being fully implemented. 3) effective, with learning test results showing 84% of students have complete grades, average learning management is on high criteria, student activities are in good category, student responses to student books and LKPD are positive.Abstrak:Penelitian ini mengembangkan perangkat pembelajaran matematika berbasis pendekatan RME setting kooperatif tipe STAD pada pokok bahasan persamaan linear dua variabel yang valid, praktis, dan efektif di Kelas VIII SMP Negeri 1 Sungguminasa. Jenis penelitian yang digunakan adalah penelitian Research dan Development (R&D) dengan model pengembangan 4-D oleh Thiagarajan yaitu define, design, develop, dan disseminate. Subjek ujicoba dalam penelitian ini adalah peserta didik kelas VIII SMP Negeri 1 Sungguminasa. Instrumen yang digunakan adalah lembar validasi ahli, tes hasil belajar, lembar observasi kemampuan guru mengelola pembelajaran, lembar observasi aktivitas Peserta Didik, angket respon Peserta Didik terhadap buku Peserta Didik dan LKPD, dan lembar observasi keterlaksanaan perangkat pembelajaran. Hasil ujicoba perangkat pembelajaran menyatakan bahwa: 1) valid, dengan hasil validasi berupa RPP, buku Peserta Didik dan LKPD berada pada kategori sangat valid. 2) praktis, dengan hasil pengamatan keterlaksanaan perangkat pembelajaran berada pada kategori terlaksana seluruhnya. 3) efektif, dengan tes hasil belajar menunjukkan 84% Peserta Didik memiliki nilai tuntas, rata-rata pengelolaan pembelajaran berada pada kriteria tinggi, ativitas Peserta Didik dalam kategori baik, respons Peserta Didik terhadap buku Peserta Didik dan LKPD positif.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


2021 ◽  
Vol 8 (4) ◽  
pp. 545
Author(s):  
Soekarman Soekarman

This study aims to analyze inquiry-based learning through the implementation of modeling instruction on optical instrument materials. This research method used quantitative descriptive research. The subjects of this study were students of class XI IPA SMAN 2 Donggo. The collection technique includes observation, literature review, questionnaire, test and documentation. The data obtained will be analyzed descriptively quantitatively, among the research data to be analyzed are: student activities, learning outcomes, and student responses to ongoing learning. The results of this study include: 1) Student activity obtained a score of 74.58% or good category, 2) Inquiry learning with Modeling Instruction on optical instrument material can actually improve students' understanding with an N-gain score of 1.3 points or very high category. high, 3) Student responses to learning obtained a score of 84.37% or very interesting category. Based on the results of the study, it was found that through Inquiry learning with Modeling Instruction on Optical Instruments material, it can be used as an alternative to improve the quality of learning in class, especially in Physics subjects.


2019 ◽  
Vol 3 (1) ◽  
pp. 15
Author(s):  
Dina Kartika Maharani ◽  
Kusumawati Dwiningsih ◽  
Rusly Hidayah

Learning materials have been developed in inorganic chemistry elements of transition elements have been developed online. The flow of the development model suggested by Thiagarajan, Semmel, and Semmel is 4-D (four D Models). This model consists of 4 stages of development, namely Define, Design, Develop, and Disseminate, but in this study it is limited to the develop stage. Based on the results of observations of student activities and student response questionnaires, it can be concluded that the material in the Inorganic Chemistry of the Transition Element is feasible. 


2020 ◽  
Vol 10 (3) ◽  
pp. 187-197
Author(s):  
Wayan Mahardika Prasetya Wiratama

This research is expected to provide an overview and information on the effectiveness of the ‘Quick on the Draw’ cooperative learning model implementation, so that it can be used as a reference material and develop it in a vocational high school study. This research is a classroom action research, aiming to improve the quality or solving problems occurring in a subject group that is researched and observed as a level of success or impact of his actions. The effectiveness of the model is assessed by student activity, student learning outcomes, and student response to the use of the model. The total score of the student activity observation is 87.5% (85% < RA ≤ 100%) in ‘very active’ category. The percentage of students that are collectively completed is 100%, which means that the criteria for the effectiveness of learning devices are met. The interval of the student responses received from the average from student response poll became the class response, where the response of this class is at the range of 3.2 (͞R ≥ 3), meaning the average of overall response is positive and meet the criteria of the learning device effectiveness. The use of this learning model is expected to address the problems often faced by both teachers and students.


2019 ◽  
Vol 1 (1) ◽  
pp. 26-30
Author(s):  
Admin JPTM

This study aims to determine; (1) teacher activities after applying the open ended problems learning model in class XI TBSM SMKN 1 Kurun, (2) student activities after applying the open ended problems learning model in class XI TBSM SMKN 1 Kurun, (3) student responses after applying the open ended problems learning model on the double clutch system lesson, and (4) learning outcomes of class XI TBSM SMKN 1 Kurun, after following the open ended problems learning model on the double clutch system lesson. This research is descriptive quantitative, this research took the subject of class students XI TBSM SMKN 1 Kurun chosen as the subject of research. The instrument used is a test of cognitive learning outcomes, student activity sheet, teacher activity sheet, and student response questionnaires. As well as student learning outcomes related to cognitive, affective and psychomotor aspects. The results of data analysis showed that overall student activity was carried out well. The completeness of the classically tested cognitive learning outcomes of students in 13 people (92,85%) and 1 student has not yet finished (2,94%), so classically the results of student learning using open ended problems models are said to be successful


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