scholarly journals Pengembangan Multimedia Pembelajaran Matematika Berbasis Quantum Learning pada Materi Segiempat dan Segitiga untuk Meningkatkan Kemampuan Komunikasi Matematis

2021 ◽  
Vol 5 (3) ◽  
pp. 2768-2782
Author(s):  
Nur Zaharah ◽  
Jefri Marzal ◽  
M. Haris Effendi-Hsb

Penelitian ini bertujuan untuk mendeskripsikan (1) proses dan hasil produk pengembangan multimedia pembelajaran matematika berbasis quantum learning, (2) kevalidan multimedia pembelajaran matematika, (3) kepraktisan multimedia pembelajaran matematika dan (4) efektivitas multimedia pembelajaran matematika. Penelitian ini menggunakan metode Research and Development (R&D) yang digunakan untuk menghasilkan produk tertentu yaitu multimedia pembelajaran matematika berbasis quantum learning. Model pengembangan yang digunakan dalam penelitian ini adalah model ADDIE. Multimedia pembelajaran matematika akan digunakan oleh siswa kelas VII SMP Islam Al-Falah Jambi. Subjek penelitian yaitu 29 orang siswa kelas VII.5. Dalam penelitian pengembangan ini validasi ahli menyatakan multimedia telah valid dan layak diuji cobakan. Guru dan siswa memberikan respon positif dan menyatakan bahwa multimedia tersebut praktis dan layak diuji cobakan. Hasil penelitian diperoleh peningkatan kemampuan komunikasi matematis siswa dalam kategori sedang yaitu berdasarkan Uji N-Gain terlihat bahwa skor yang diperoleh adalah 0,51 pada kriteria sedang, dan berdasarkan uji t dependent (Paired Sample t Test) diperoleh nilai signifikansi (2-tailed) sebesar 0.000 < 0.05 artinya terdapat perbedaan yang nyata pada kemampuan komunikasi matematis siswa sebelum dan sesudah penggunaan multimedia pembelajaran matematika berbasis quantum learning. Dapat disimpulkan bahwa multimedia pembelajaran matematika yang dikembangkan baik dan dapat meningkatkan kemampuan komunikasi matematis siswa. Oleh karena itu multimedia yang dikembangkan dapat digunakan oleh guru dalam proses pembelajaran pada materi segiempat dan segitiga untuk meningkatkan kemampuan komunikasi matematis.

2021 ◽  
Vol 1 (3) ◽  
pp. 251-262
Author(s):  
Gita Chandra Asmaradhana ◽  
Madziatul Churiyah

Berdasarkan kondisi dan fenomena tahun ini pendidikan di Indonesia sedang mengalami perubahan besar dimana sejak akhir tahun 2019 Coronavirus Disease (Covid-19) telah terjadi masalah kesehatan dan berpengaruh terhadap kebijakan pendidikan. Kebijakan tersebut menyatakan bahwa proses belajar mengajar dilaksanakan dirumah melalui pembelajaran daring/jarak jauh sampai batas waktu yang belum diketahui. Seluruh aspek dituntut untuk bisa beradaptasi dengan keadaan tersebut, dimana pedidik dan peserta didik tidak bertemu secara langsung akan tetapi terkoneksi melalui media yang terintegrasi dengan internet. Berkaitan dengan hal tersebut, maka penelitian ini bertujuan untuk menghasilkan produk media pembelajaran mobile learning berbasis Ispring suite 9 agar dapat menjadi alternatif pilihan media pembelajaran, penelitian dan pengembangan ini menggunakan model Research and Development Borg and Gall yang telah dimodifikasi, Teknik analisis data yang digunakan adalah deskriptif persentase dan uji paired sample t-test. Hasil penelitian dan pengembangan ini menunjukan bahwa media pembelajaran berbasis ispring suite 9 pada mata pelajaran otomatisasi tata kelola humas dan keprotokolan yang bernama el-PR (Elektronik Learning Public Relation) dinyatakan sangat valid dan layak digunakan berdasarkan penilaian dari ahli media, ahli materi dan 6 peserta didik uji coba kelompok kecil serta terbukti dapat meningkatkan kemandirian belajar dan hasil belajar peserta didik secara signifikan pada uji coba kelompok besar. Sehingga dapat disimpulkan bahwa el-PR layak dan efektif digunakan sebagai media pembelajaran untuk meningkatkan kemandirian belajar dan hasil belajar peserta didik pada mata pelajaran otomatisasi tata kelola humas dan keprotokolan


2021 ◽  
Vol 12 (1) ◽  
pp. 16
Author(s):  
Syamilah Meidiyanti ◽  
Eka Damayanti ◽  
St Syamsudduha ◽  
Jamilah Jamilah

Abstrak. Penelitian ini bertujuan untuk mengetahui (1) perbedaan kemampuan berpikir kreatif sebelum dengan setelah penggunaan model pembelajaran learning cycle engagement, exploration, evaluation, elaboration, dan evaluation (5E) disertai mind mapping pada peserta didik di SMAN 8 Bulukumba; (2) apakah ada pengaruh penerapan model pembelajaran learning cycle engagement, exploration, evaluation, elaboration, dan evaluation (5E) disertai mind mapping terhadap kemampuan berpikir kreatif pada peserta didik di SMAN 8 Bulukumba. Jenis penelitian penelitian quasi eksperimen, dengan pretest posttes group design. Instrumen yang digunakan berupa tes kemampuan berpikir kreatif dan lembar observasi pelaksanaan pembelajaran. Data diolah menggunakan analisis statistik deskriptif dan inferensial paired sample t-test. Hasil analisis deskriptif menunjukkan rata-rata skor kemampuan berpikir kreatif sesudah perlakuan lebih tinggi dibanding rata-rata skor kemampuan berpikir kreatif sebelum perlakuan. Hasil analisis inferensial menunjukkan p sebesar 0,000, hal ini berarti terdapat perbedaan skor kemampuan berpikir kreatif sebelum dan setelah diberikan perlakuan. Maka dapat disimpulkan bahwa kemampuan berpikir kreatif peserta didik dapat ditingkatkan melalui pembelajaran model learning cycle 5E disertai mind mapping.Abstract. This research aims to understand: (1) The differences in creative thinking abilities of the students of SMAN 8 Bulukumba before and after using learning model of cycle engagement, exploration, evaluation, elaboration, and evaluation (5E) with mind mapping, (2) The effect of learning model of cycle engagement, exploration, evaluation, elaboration, and evaluation (5E) with mind mapping implementation towards students’ creative thinking abilities. This quasi experiment research done with pretest posttest group design. The Instruments used were creative thinking tests and learning implementation form. Data was analyzed descriptively and inferentially to paired sample t-test. Based on descriptive analysis, it showed the average score of creative thinking abilities of students after using the learning model was higher than the score before using the learning model. The inferential analysis showed the P value was 0,000 means there is a difference in score of creative thinking abilities before and after the implementation of the learning model. It can be concluded that the learning model of 5E with mind mapping might improve students’ creative thinking abilities.


2021 ◽  
Vol 14 (1) ◽  
pp. 53-68
Author(s):  
Rita Saekawati ◽  
Harun Nasrudin

This research aims to examine the effectiveness guided inquiry learning model based on blended learning on reaction rate material to improve students' critical thinking skills. The design in this research is the One Group Pretest and Posttest Design. The subjects in this research were students of SMAN 1 Kalitidu Bojonegoro in class XI IPA 1. The method used to collect data was the test, observation, and student response questionnaires. Data analysis used the percentage, mean, N-Gain, and Paired sample t-test. The results showed that the guided inquiry learning model based on blended learning was carried out well with an average percentage of the implementation of phase 1 was 98%, phase 2 was 93.76%, phase 3 was 100%, phase 4 was 93.75%, phase 5 was 100%. The average score of the N-gain critical thinking skills is 0.73 with the high category. There is a significant difference in the results of critical thinking skills between before and after being given a guided inquiry learning model based on blended learning. The results showed the guided inquiry learning model based on blended learning effectively improving students' critical thinking skills. Efektivitas Inkuiri Terbimbing Berbasis Blended Learning dalam Meningkatkan Keterampilan Berpikir KritisPenelitian ini bertujuan untuk menguji keefektifan model pembelajaran inkuiri terbimbing berbasis blended learning pada materi laju reaksi dalam meningkatkan keterampilan berpikir kritis peserta didik. Design pada penelitian ini adalah One Group Pretest and Posttest Design. Sasaran dalam penelitian ini yaitu peserta didik XI IPA 1 SMA Negeri 1 Kalitidu Bojonegoro. Metode pengumpulan data yang digunakan berupa tes, observasi dan angket respon. Analisis data menggunakan teknik persentase, mean, n-gain, dan uji Paired Sample T-test. Hasil penelitian menunjukkan bahwa model pembelajaran inkuiri terbimbing berbasis blended learning terlaksana dengan baik dengan rata-rata persentase keterlaksanaan fase 1 sebesar 98%, fase 2 sebesar 93,76%, fase 3 sebesar 100%, fase 4 sebesar 93,75%, fase 5 sebesar 100%. Nilai rata-rata N-gain kemampuan berpikir kritis adalah sebesar 0,73 dengan kategori tinggi. Terdapat perbedaan hasil keterampilan berpikir kritis yang signifikan antara sebelum dan sesudah diberikan model pembelajaran inkuiri terbimbing berbasis blended learning. Hasil penelitian menunjukkan bahwa model pembelajaran inkuiri terbimbing berbasis blended learning efektif untuk meningkatkan keterampilan berpikir kritis peserta didik.


GANEC SWARA ◽  
2021 ◽  
Vol 15 (1) ◽  
pp. 874
Author(s):  
NURUL AULIA DEWI ◽  
MUHAMMAD IRHAM ◽  
SARWO EDY WIBOWO

      This study aims to determine the effect of the Type STAD Cooperative Learning model on mathematical problem solving abilities. The data collection technique was obtained by means of a test in the form of description questions and documentation in the form of a list of student names. The research instrument used was 3 pre-test and post-test questions. The data analysis technique used is the normality test, homogeneity, t test with the technique of paired samples t-test and independent t-test.      The results showed that, the paired sample t-test on the problem solving ability before and after treatment with STAD obtained an average value of 50.29 to 83.71 with a significance of 0.000 <0.05. This means that the students' scores before and after STAD learning have differences in the average mathematical problem solving abilities. Based on the results of the paired sample t-test on the ability to solve mathematical problems before and after treatment using conventional learning models, the average value was 44.57 to 75.79 with a significance of 0.000 <0.05. This means that there is a significant increase before and after conventional learning. Based on the results of the independent samples t-test, the mean values were 83.71 and 75.79 with a significance value of 0.009 <0.05. This means that there is a difference in the average problem-solving ability of students in STAD learning with students in conventional learning. It can be concluded that the STAD type of cooperative learning model has an effect on students' problem solving abilities in mathematics.


LITERA ◽  
2016 ◽  
Vol 15 (2) ◽  
pp. 389-401
Author(s):  
Titin Setiartin R.

TRANSFORMASI TEKS CERITA RAKYATKE DALAM BENTUK CERITA BERGAMBARSEBAGAI MODEL PEMBELAJARAN MEMBACA APRESIATIFTitin Setiartin R.FKIP Universitas Siliwangi Tasikmalayaemail: [email protected] ini bertujuan mendeskripsikan transformasi teks cerita rakyat ke dalambentuk cerita bergambar sebagai model pembelajaran membaca apresiatif. Penelitianpengembangan ini menggunakan strategi campuran kualitatif-kuantitatif desaineksploratori sekuensial. Data dianalisis secara kualitatif dan kuantitatif dengan uji validasipola matching pretest posttest. Hasil analisis uji-t antara tes awal and tes akhir kelas uji cobaterbatas, uji coba luas, dan uji validasi menunjukkan adanya perbedaan yang signifikan.Hasil analisis perbedaan dua rerata terhadap data hasil uji coba pertama/terbatas diperolehnilai t sebesar 11,992 dengan besaran perbedaan antara nilai tes awal dan nilai tes akhirsebesar 16,785 dan nilai signifikansi sebesar 0,000. Dengan demikian dapat disimpulkanbahwa model pembelajaran transformasi teks cerita yang dikembangkan mampumeningkatkan kemampuan membaca apresiatif. Model pembelajaran transformasi tekscerita efektif dan layak digunakan untuk meningkatkan kemampuan membaca apresiatifsiswa kelas XII SMK.Kata kunci: transformasi teks, model pembelajaran, membaca apresiatifTHE TRANSFORMATION OF FOLKLORE TEXTSINTO ILLUSTRATED STORIES AS A LEARNING MODELOF APPRECIATIVE READINGAbstractThis study aims to describe the transformation of folklore texts into illustrated storiesas a learning model of appreciative reading. This was a research and development studyusing a qualitative-quantitative mixed strategy with a sequential exploratory design. Thedata were qualitatively and quantitatively analyzed using a validation test by matchingthe pretest and the posttest. The results of the analysis of the t-test for the pretest and theposttest in the small-scale tryout, large-scale tryout, and validation test showed significantdifferences. The results of the analysis of the difference between two means in the first orsmall-scale tryout showed t =11.992 with a difference of 16.785 between the pretest scoreand the posttest score and a significance value of 0.000. Therefore, it can be concludedthat the developed learning model using the transformation of story texts can improveappreciative reading skills. The model is effective and appropriate to be used to improvethe appreciative reading skills of Grade XII students of the vocational high school.Keywords: transformation of texts, learning model, appreciative reading


2018 ◽  
Vol 10 (2) ◽  
pp. 137-148
Author(s):  
Ana Puspitasari ◽  
Arif Wiyat Purnanto ◽  
Hermahayu Hermahayu

This study aims to determine the effect of the SAVI learning model (Somatic, Auditory, Visual, Intellectual) to learning results on grade V students of Rejosari Primary School 3 Bandongan. This research method is pre-experimental desig.ns with one group pretest posttest models. The independent variable of the study is the SAVI learning model with the Hide dan Seek Puzzle (X) media and the dependent variable is the science learning outcomes (Y). The research subjects were 22 fifth grade students of Rejosari 1 Bandongan Public Elementary School. The sampling technique uses saturated sampling or total sampling. Data collected using test questions. Data analysis using paired-sample t-test by SPSS for Windows version 23.0. The results of this research shows SAVI learning model had a positive effect to student learning outcomes in science subjects. This is evidenced from the results of the paired-sample t-test analysis with a significance value of 0,000 <0,05. Based on the results of the analysis and discussion, the average value of the overall posttest of respondents after being given treatment increased from the average value of pretest 61.82 to 83.77. The results of this reserch can be concluded that the use of SAVI learning model with the Hide dan Seek Puzzle media has a significant effect on the improvement of science learning outcomes.


2018 ◽  
Vol 6 (2) ◽  
pp. 305-310
Author(s):  
Antik Estika Hader

AbstrakPendidikan matematika anak usia dini merupakan salah satu mata kuliah wajib bagi mahasiswa S1 PGPAUD Universitas Dharmas Indonesia. Peneliti sekaligus sebagai dosen pengampu mata kuliah ini, menggunakan metode ceramah dan tanya jawab pada pertemuan ke satu sampai dengan ke empat. Namun menurut pengamatan peneliti, mahasiswa kurang begitu aktif untuk bertanya dan mengemukakan pendapat. Disatu sisi penulis menyadari potensi yang dimiliki mahasiswa sangat besar karena mahasiswa yang mengambil mata kuliah ini pada tahun ajaran 2016/2017, sebagian besar merupakan guru-guru PAUD yang tersebar di beberapa kecamatan di Kabupaten Bungo, Dharmasraya, Kerinci dan Sijunjung yang telah memiliki pengalaman minimal dua tahun mengajar. Penulis mencoba menerapkan model pembelajaran student facilitator dan explaining untuk pertemuan ke lima sampai dengan ketujuh, dan melakukan pengamatan untuk melihat pengaruhnya terhadap keaktifan mahasiswa. Desain penelitian menggunakan bentuk one group pretest-posttest design. Hipotesis diuji dengan menggunakan paired sampel t test dengan software SPSS 20. Penulis menggunakan taraf kepercayaan 95%. Dari hasil analisis data diperoleh nilai signifikansi sebesar 0.01. Sehingga dapat disimpulkan terdapat pengaruh penerapan model pembelajaran student facilitator and explaining pada mata kuliah pendidikan matematika anak usia dini terhadap keaktifan mahasiswa program studi PGPAUD Universitas Dharmas Indonesia.Kata Kunci: Explaining, Model Pembelajaran, PGPAUD, Student Facilitator.AbstractEarly childhood mathematics education is one of compulsory subjects for undergraduate students of PGPAUD Universitas Dharmas Indonesia. Researcher as well as lecturer pengampu this subject, using the method of lecturing and question and answer at the meeting to one to the fourth. However, according to researcher observations, students are less active to ask and express opinions. On the one hand the author realizes the potential of the students is very large because students who take this course in the academic year 2016/2017, most of the teachers PAUD spread across several districts in Bungo, Dharmasraya, Kerinci and Sijunjung who have minimal experience Two years of teaching. The author tries to apply student learning model facilitator and explaining for the fifth to seventh meeting, and make observations to see the effect on student activeness. The research design used a one-pretest-posttest design. The hypothesis was tested using paired sample t test with SPSS 20 software. The author used 95% confidence level. From the results of data analysis obtained value of significance of 0.01. So it can be concluded that there is influence of applying student learning model facilitator and explaining on early childhood mathematics education subject to the liveliness of PGPAUD students of Universitas Dharmas Indonesia.Keyword: Explaining, Learning Model, PGPAUD, Student Facilitator.


2021 ◽  
Vol 14 (2) ◽  
pp. 107-125
Author(s):  
Hasan Djidu ◽  
Jailani Jailani ◽  
Heri Retnawati

[English]: This study aims to examine the effectiveness of the problem-based calculus learning model (PB-CLM) towards students’ higher-order thinking skills (HOTS). PB-CLM is a modification of problem-based learning’s (PBL) syntax. It was a quasi-experimental with a group pretest-posttest design involving 351 11th-grade students as the population. Seventy-one students of two classes were randomly selected as a sample. Data was collected through pretest and posttest developed from three aspects of HOTS; analysis, evaluation, and synthesis. To determine the effectiveness of PB-CLM, paired sample t-test and independent sample t-test with a significance level of 5% (α = 0.05) were used. The results show that students’ activities during the learning process in PB-CLM has a positive effect on increasing their HOTS (mean difference = 30.141; sig one-tailed = 0.000). Furthermore, there was no significant difference in HOTS among male and female students, both at the pretest and posttest (mean difference = 0.81731; sig.= 0.295). Likewise, the increase in HOTS scores (posttest-pretest) did not differ significantly between gender (mean difference = 0.88141; sig. one-tailed = 0.740). [Bahasa]: Penelitian ini bertujuan untuk menguji keefektifan problem-based calculus learning model (PB-CLM) terhadap higher-order thinking skills (HOTS) siswa. PB-CLM merupakan modifikasi dari sintaks model problem-based learning (PBL). Penelitian ini menggunakan rancangan quasi eksperimen dengan desain one group pretest-posttest yang melibatkan 351 siswa kelas XI sebagai populasi penelitian. Tujuah puluh satu siswa dari 2 kelas dipilih secara acak sebagai sampel. Data penelitian dikumpulkan dengan menggunakan pretest dan posttest yang dikembangkan dari 3 aspek HOTS; analisis, evaluasi, dan sintesis. Untuk mengetahui keefektifan PB-CLM digunakan paired sample t-test dan independent sample t-test dengan taraf signifikansi 5% (α = 0,05). Hasil analisis menunjukkan aktivitas siswa selama pembelajaran dengan PB-CLM efektif dalam meningkatkan HOTS (mean difference = 30,141; sig.one-tailed = 0,000). Lebih lanjut, tidak ditemukan perbedaan yang signifikan antara HOTS siswa laki-laki dan perempuan, baik pada pretest maupun posttest (mean difference = 0,81731; sig.= 0,295). Begitu pula peningkatan skor HOTS (posttest-pretest) juga tidak berbeda signifikan antara siswa laki-laki dan perempuan (mean difference = 0,88141; sig. one-tailed = 0,740).


2020 ◽  
Vol 3 (2) ◽  
pp. 152
Author(s):  
Erik Eriyanto ◽  
Siti Inganah ◽  
Dwi Priyo Utomo

This study aims to determine how the effect of the Quantum Learning model using Mind Mapping techniques to students' creative thinking abilities. The type of research used is experiment and quantitative approach with research design using posttest only group design. Data analysis of two groups used the t-test on SPSS 21, that is Independent Sample t-Test to test the difference in average posttest value of two samples.The results of this study are (1) results of the t-test  from post-test data obtain a significance 0,000 where it is lower than 0.05 so can be said that the average of the two groups are different, (2) from the post-test results, the answers given by students from the experimental group more fulfilled the indicators of creative thinking than students from the control group.


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


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