scholarly journals Development of ICT-Based Mathematical Media on Linear Program Materials to Improve Motivation Learning Students

2019 ◽  
Vol 3 (2) ◽  
pp. 195 ◽  
Author(s):  
Puji Karuniakhalida ◽  
Maimunah Maimunah ◽  
Atma Murni

This research was inspirated by the lack of ICT-based learning media in linear program material. Linear program material has the potential to be developed visually using computer devices to facilitate students in understanding the linear programs. The aim of the study was to develop ICTbased mathematics learning media that met the validity, practicality and effectiveness. The instruments used in this research were material validation sheets, media validation sheets, response questionnaires and student motivation questionnaires. Questionnaire sheets were analyzed quantitatively and qualitatively. Based on the results of data analysis and discussion, it can be concluded that the ICTbased media of mathematics learning is valid with an average value of 3.36 by the material validator and 3.42 by the media validator. This learning media also fulfills practical requirements with an average student response of 3.45 in small group trials and 3.18 in large group trials. Learning media also influence students learning motivation.

Author(s):  
Oktavianus Bumma ◽  
Nia Wahyu Damayanti ◽  
Muhammad Baidawi

Learning tools are one important aspect to determine the success of a learning design. Student worksheet is one of the learning tools. The purpose of this study is as follows. 1) to find out how to develop a mathematics learning worksheet in the form of comics based on guided discovery on linear program material, 2) to find out the validity and practicality of a mathematics learning worksheet in the form of comics based on guided discovery on linear program material. In this research the method used is the development method. So the research explained that what was developed was a comic-based worksheet based on guided findings on linear program metrics. The subjects in this study were students of class XI Vocational School Wisnuwardhana Malang. Based on the LKS development research results that have been obtained that the validity results assessed by three validator experts are 1) material expert validator, 2) media expert validator, and 3) linguist validator reaches a percentage of 72.20%. In this criterion, the worksheets that were developed were good (valid) and the results of practicality were obtained from the student questionnaire responses and obtained an average value of 3.3 which in this criterion was declared good (practical). From the development of LKS in the form of comics based on guided discoveries on linear program material, it was concluded that the development of LKS is valid and practical so that it is suitable to be used in mathematics learning.


Author(s):  
Iin Setalasiah

<p><em>Media is an important component in increasing student motivation. The purpose of this study was to increase the learning motivation of students in learning mathematics using video media. This research is a classroom action research (PTK) which is conducted in two cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of this study were 25 students of class II SD Negeri 1 Bobotsari, totaling 25 students. The research instrument was the observation sheet and documentation. Data analysis includes data reduction, data presentation, and drawing conclusions. The finding of this study is that the use of instructional video media can increase students' learning motivation in mathematics learning of students on the equivalent of currency values in class II SD Negeri 1 Bobotsari. The results of the study were indicated by an increase in the learning motivation of students in the first cycle 40%, in the second cycle it increased to 92</em><em></em></p>


EDUPEDIA ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 186
Author(s):  
Dina Okzolatavina ◽  
Senja Putri Merona

This research aimed to produce learning media using Macromedia Flash in subject discussion dimension 2. Other than that to find out the feasibility of interactive learning media based on criteria of validity, practicality and effectiveness. This learning media be developed because lack of student motivation and the absence of learning support media. This research is a development research. This development research use Plomp development model which consists 4 phases, there are (1) the initial investigation phase, (2) design phase, (3) realization/construction phase, (4) test, evaluation, and revision phase. The subject of the validity trial consisted of 1 media expert and 11 student of 11th grade multimedia SMK A-Inabah and for the subject of the effectiveness trial is 11 student of 11th grade multimedia SMK A-Inabah. Data collection tchniqyes using questionnaries. And the instruments used to collect data included media expert validation sheets, expert material validation sheet, teacher response questionnaire, student response questionnaire, and student learning motivation questionnaire on mathematics. Data analysis techniques are used to analyze validity and practicality in the form of quantitative data analysis and then converted to qualitative data. While to analyze the effectiveness of learning media using Wilcoxon non-parametric test. The result of this development study resulted that validity values of media experts and material experts meet the good criteria. For the practicality value from the teacher respondents meet the good criteria while from the students respondents meet the very well criteria. For the results of effectiveness shows that    and so  is rejected. Its means that students learning motivation after using media is better than students learning motivation before using the media. So that it can be concluded that the interactive learning media developed have fulfilled the validity, practicality, and effectiveness criteria


2018 ◽  
Vol 2 (2) ◽  
pp. 64-73
Author(s):  
Kasmidawati Kasmidawati

To learn a lesson well, we need to hear, see, ask questions about it, and discuss it with others. Not only that, teachers need to "do it", that is to describe something in their own way, to show their example, to try to practice their skills and to do tasks that demand the knowledge they have gained. The problems to be studied in this research are: Does the implementation of CIRC Cooperative Learningtipe model can improve the learning outcomes of mathematics? Steps taken in this model. Subject peneliatiannya is a fourth grader elementary school, conducted in class IV in addition to researchers teaching this class, because the class has problems according to the studied. Research involving two mathematics teachers in grade IV SDN 07 Pasar Salido. One teacher as the lead researcher and one other teacher as observer. This study was conducted in 3 cycles. Each cycle has 4 stages. Namely (1) Planning, (2) Action, (3) Observation, and (4) Reflection. Data analysis was done by using comparative descriptive analysis that is comparing test value between cycles with work indicator. So the data analysis in this research is done both quantitatively and qualitatively. Test results in the analysis quantitatively based on prosestase. While the data obtained from the observations were analyzed qualitatively. Some conclusions that can be drawn from the results of classroom action research (PTK) is as follows: 1) Student learning motivation in general has increased the average of motivation is quite good at the beginning of 75% of students to 90% of students in grade IV SDN 07 Salido Market. This is according to the analysis of the researcher as follows: (1) Students are happy with the variation of the learning model that they think new and they have never been before (2) The learning material discussed is relatively understandable by the students because in the previous school level has been taught. The results of tests performed on each cycle increased, except in cycle III. In cycle I the average value of 65.40, in cycle II the average value of 69.00 and in cycle III the average value of 68.00. This is according to the observation and experience of researchers because for the material students in cycle III about the media is relatively more difficult than the material in cycles I and II.    


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Arinta Mega Fap ◽  
Agustina Tyas Asri Hardini

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar serta motivasi belajar siswa. Penelitian ini merupakan penelitian tindakan kelas dengan dua siklus di SD Negeri Banyuurip, Boyolali. Subjek penelitian ini adalah siswa kelas dua serta materi yang digunakan adalah tema enam, yaitu merawat hewan dan tumbuhan. Instrumen yang digunakan adalah tes hasil belajar secara kognitif pada tiap siklus serta wawancara motivasi belajar siswa. Teknik analisis data yang digunakan adalah analisis deskriptif, uji ketuntasan rata-rata, uji ketuntasan proporsi, serta uji n-Gain. Hasil peneltian menunjukan bahawa penggunaan blended learning pada prasiklus sampai siklus kedua mengalami peningkatan. Nilai rata-rata hasil belajar siswa yang diajar menggunakan blended learning secara statistik signifikan karena t-hitung melebihi t-tabel (5,41 > 1,82). Poporsi ketuntasan siswa yang diajar menggunakan blended learning melebihi 75% dengan Z tabel (1,64) < Z hitung (182). Terdapat peningkatan hasil belajar siswa setelah diuji menggunakan n-gain berada pada kategori tinggi. Pada hasil wawancara motivasi belajar, siswa lebih menyukai pembelajaran blended learning, sehingga motivasi belajar siswa menjadi lebih tinggi dari pada sebelumnya karena kesesuaian media yang diberikan.Blended learning to improve learning outcomes and study motivation in the pandemic Covid-19AbstractThis research aims to determine the increase in learning outcomes and student learning motivation. This research is a classroom action research with two cycles at SD Negeri Banyuurip, Boyolali. The subjects of this study were students in grade two, and the material used was theme six, namely caring for animals and plants. The instrument used was a test of learning outcomes in each cycle and an interview of student learning motivation. The data analysis technique used is descriptive analysis, average completeness test, proportion completeness test, and n-Gain test. This study indicates that the use of blended learning in the pre-cycle until the second cycle has increased. The average value of student learning outcomes taught using blended learning is statistically significant because the t-count exceeds the t-table (5.41> 1.82). The proportion of completeness of students taught using blended learning exceeds 75% with Z table (1.64) <Z count (182). And there is an increase in student learning outcomes after being tested using n-gain is in the high category. In the learning motivation interview results, students prefer blended learning so that the student's learning motivation is higher than before because of the suitability of the media given.


Author(s):  
Rumiris Lumban Gaol ◽  
Anton Sitepu

The purpose of this study was to see the effect of used goods-based learning media on the value of character education and student motivation. Something that can give effect or result from an action so as to bring a result of an effort or action taken, in this case the effect can be seen from achieving a specific instructional goal that has been planned. The place of this research is SD Sinar Pembaharuan Hidup. The subjects of this study were 35 students of grade V SD. Based on the theoretical study and data analysis, 1) based on the test criteria, the three variables have an average value of at least 3, in this case it is categorized as good. 2) the significance test of 0.005> 0.000, this test shows the effect of used goods-based division media on the value of character education and student motivation, 3) the f-value test shows that f-count> f-table is 4.192> 3.29 and 4.757> 3,29 This statement shows the influence of learning media on the value of character education and student learning motivation.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Hawa Liberna ◽  
Yoga Budi Bhakti ◽  
Irnin Agustina Dwi Astuti

The use of technology in learning is very important according to the development of the times. However, the application of technology as a learning medium is still limited. The purpose of this research is to develop interactive multimedia mathematics to improve the learning motivation of early childhood. This research is conducted using a ADDIE model, which consists of four stages: analyze, designing, developing, implementation, and evaluation. Instrument of tis reserach is validation sheets and respons questionnaires. Expert validation is used to validate media consisting of media validation, material validation, and language validation, while student response questionnaires determine practicality. Average validation results from material experts of 3.4, media experts of 3.2, and language expert of 3.3. So that if averaged all, then the validation of mathematics learning media is 3.3 with good categories. Moreover, the practicality of media also shows that it can be easily applied. The observation data also support the effectiveness of the media during the implementation. The result shows that the media confirmed to be effective as it can improve the students' learning motivation.


KadikmA ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 27
Author(s):  
Siti Mutrofin ◽  
Susi Setiawani ◽  
Saddam Hussen

This development research produces online interactive learning media using GeoGebra-assisted linear programming Easyclass. The purpose of this study is to describe the process and results of developing interactive online learning media using GeoGebra-assisted Easyclass linear program material. Research using the 4-D Thiagarajan model. The study was conducted at MAN 2 Jember, followed by 24 students of class XI IPA 4. The results showed a correlation value of 0.917 so that the media was declared valid with a very high category. Practicality was analyzed based on a student response questionnaire showing a percentage of 99% so that it was declared practical with excellent criteria. The effectiveness was analyzed based on the test scores of student learning outcomes after using instructional media obtained a percentage of 88% of the number of students who scored more than 75 which were categorized very well. Based on the results of data analysis, online interactive learning media using Easyclass-assisted GeoGebra linear program material meets the criteria of validity, practicality and effectiveness so that the media can be used in carrying out learning activities. Keywords: Development, Easyclass, GeoGebra, Linear Programming


At- Tarbawi ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 16-27
Author(s):  
Suratiningsih Suratiningsih

The research aims to describe the puzzling media as a solution to increase the learning motivation of elementary /MI student. This research is library research. It is a method that the data which is needed in completing research comes from library sources i.e. include books, encyclopedias, dictionaries, journals, documents, magazines, etc as well as various sources on the internet. The data collection technique used in this research is documentation. Documentation means looking for data about things in the form of notes, books, papers, articles, journal, and so on. Then, the data analysis technique used in this study is content analysis. In this analysis, the process of selecting, comparing, and combining various meanings will be found to be relevant. The media is an intermediary or introduction. Puzzle media can improve the students’ motivation to keep trying to solve problems. It is fun for students because it can be repeated. The challenges in the puzzle game will give you an addictive effect to always try and try until they are successful.


2021 ◽  
Vol 8 (3) ◽  
pp. 55-61
Author(s):  
Supratik Supratik

AbstrakHasil rata-rata tes siswa pada materi penerapan trigonometri rendah yaitu 52 dan hal ini tidak mencapai KKM di SMA Negeri 22 Palembang yaitu 65. Oleh karena itu diperlukan alternatif model pembelajaran yang tepat untuk meningkatkan aktivitas, pola berpikir kritis dan kreatif serta hasil belajar matematika siswa. Salah satu alternatifnya adalah pembelajaran melalui pembelajaran kooperatif tipe STAD. Tujuan penelitian ini adalah untuk mendeskripsikan penerapan pembelajaran kooperatif tipe STAD yang dapat meningkatkan hasil belajar siswa dan mendeskripsikan tanggapan siswa dalam penerapan pembelajaran kooperatif tipe STAD. Penelitian ini menggunakan desain penelitian tindakan kelas. Teknik pengumpulan data yang digunakan adalah observasi, angket, dan tes. Setelah dilakukan analisis data diperoleh kesimpulan bahwa: 1) Penerapan pembelajaran melalui pembelajaran kooperatif tipe STAD ( Student Team Achievement Division ) yang dilakukan dalam penelitian ini efektif, karena dapat meningkatkan hasil belajar siswa pada mata pelajaran matematika, mata pelajaran penerapan trigonometri pada siswa kelas X IPA6 yang berjumlah 40 orang. Hal ini terlihat pada persentase hasil aktivitas siswa pada pembelajaran tindakan I mencapai 86,36% dan pada tindakan II mencapai 89,09% dengan predikat sangat baik, dan nilai rata-rata hasil tes akhir tindakan I mencapai 67,3% dan pada Tindakan II mencapai 72,25% dengan persentase nilai rata-rata yang ditetapkan sebesar 65% yang berarti telah mencapai kriteria keberhasilan. 2) Berdasarkan hasil angket respon siswa diketahui bahwa respon siswa terhadap pembelajaran penerapan trigonometri melalui pembelajaran kooperatif tipe STAD sangat positif.Kata kunci: hasil belajar, penerapan trigonometri, kooperatif, STAD. AbstractThe average result of student tests on the material for applying trigonometry is low, namely 52 and this does not reach the KKM at SMA Negeri 22 Palembang, which is 6. Therefore, an alternative learning model is needed. appropriate for increasing activity, critical and creative thinking patterns as well as student mathematics learning outcomes. One alternative is learning through cooperative learning type STAD . The purpose of this study is to describe the application of cooperative learning type STAD which can improve student learning outcomes.and describe student responses in the application of cooperative learning type STAD to improve learning outcomes. This study used a classroom action research design. Data collection techniques used were observation, questionnaires, and tests. After data analysis was carried out , it was concluded that: 1) The application of learning through cooperative learning type STAD ( Student Team Achievement Division ) which was carried out in this study was effective, because it can improve student learning outcomes in mathematics, the subject of the application of trigonometry in class X IPA6, amounting to 40 people. This can be seen in the percentage of student activity results in learning in action I reached 86.36% and in action II reached 89.09% with the predicate very good, and the average value of the final test results in action I reached 67.3% and at Action II reaches 72.25% with the percentage of the average value set is 65%, which means it has reached the success criteria. 2) Based on the results of the student response questionnaire, it was found that the student's response to learning the application of trigonometry through cooperative learning type STAD was very positive.Keywords: learning outcomes, application of trigonometry, cooperative, STAD.


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