scholarly journals Pengembangan Android Apps Berbasis Discovery Learning Untuk Meningkatkan Pemahaman Konsep Matematis Siswa Kelas VII

2019 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Lilik Ariyanto ◽  
Derisna Aditya ◽  
Ida Dwijayanti

Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning

2018 ◽  
Vol 13 (2) ◽  
pp. 130-142
Author(s):  
Achmad Buchori ◽  
Rumiyatun Istiyaningsih

The type of this research is a development research that aims to produce android-based learning media using AR on a economic mathematic which is feasible to use and can easily know the results of students learning ability. The method used is ADDIE method which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. Data analysis was done by normality test, homogeneity test, t test, and learning mastery test. The results of this study concluded that (1) the results for the percentage of media expert validation amounted to 89.2%, material experts 86.1% and learning design experts 87.5% with the criteria of each very good. (2) the result of practicality test based on student response obtained percentage equal to 88,9% with very good criterion. (3) data from the field show that the learning outcomes of students who obtain android-based learning media using AR better than students using learning by lecturing method (conventional learning).


2019 ◽  
Vol 14 (1) ◽  
pp. 12-22
Author(s):  
Anjas Setyadi ◽  
Abdul Aziz Saefudin

Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan dan mengasilkan modul matematika dengan model pembelajaran berbasis masalah untuk siswa kelas VII SMP pada materi segiempat, serta mendeskripsikan kualitas modul matematika ditinjau dari kualitas kevalidan, kepraktisan, dan keefektifan. Penelitian ini merupakan penelitian pengembangan yang mengacu pada model pengembangan ADDIE dengan tahapan Analysis, Design, Development, Implementation, dan Evaluation. Subjek uji coba penelitian adalah siswa kelas VII A SMP Negeri 2 Pajangan, Bantul. Teknik pengumpulan data yang digunakan dalam penelitian ini berupa observasi, angket, dan tes. Observasi dilakukan untuk mengamati keterlaksanaan pembelajaran. Angket digunakan untuk mengetahui penilaian ahli dan respon siswa, sedangkan soal tes digunakan untuk mengetahui hasil belajar siswa setelah menggunakan modul yang dikembangkan. Hasil penelitian menunjukkan bahwa (1) kevalidan modul berdasarkan rata-rata penilaian dosen ahli materi adalah 3,36 termasuk kriteria baik dan rata-rata penilaian guru ahli materi adalah 2,88 termasuk kriteria baik sedangkan berdasarkan rata-rata penilaian ahli media adalah 3,08 termasuk kriteria baik, (2) kepraktisan modul berdasarkan rata-rata hasil respon siswa adalah 3,12 termasuk kriteria baik dan rata-rata persentase hasil observasi keterlaksanaan pembelajaran adalah 89,78% termasuk kriteria sangat baik, (3) keefektifan modul berdasarkan tes hasil belajar siswa dengan persentase ketuntasan mencapai KKM adalah 73,33% termasuk kriteria baik. Development of Mathematics Module with Problem Based-Learning Model for 7th Grade of Junior High School StudentsAbstractThis research aimed to describe the process of development and to produce mathematics module with problem-based learning model for 7th grade of junior high school students in rectangular material and describe the quality of the mathematics module in terms of the quality of validity, practicality, and effectiveness. This research was development research that referred to the model of ADDIE development with the stages of Analysis, Design, Development, Implementation, and Evaluation. The subject of the research involved the students of the 7th grade of SMP Negeri 2 Pajangan, Bantul, Indonesia. The technique data collection used in this research was observation, questionnaire, and test. The observation was used to observing the implementation of learning. The questionnaire was used to know the expert assessment results and student response, while the test questions were used to asses student learning outcomes after using the module. The results showed that (1) validity of module based on the average assessment material experts was 3,36 including good criteria and the average assessment of teachers was 2,88 including good criteria while based on the average assessment of media experts was 3,08 including good criteria, (2) practicality of module based on the average of student response result was 3,12 including good criteria and average of percentage observation result of learning activity was 89,78% including very good criteria, (3) effectiveness of module based on the test student learning outcomes with the percentage of completeness reached the Minimum Completeness Criteria was 73.33% including good criteria.


Author(s):  
Febriana Kristanti ◽  
Chusnal Ainy ◽  
Shoffan Shoffa ◽  
Siti Khabibah ◽  
Siti Maghfirotun Amin

<p class="ABS-C">Students’ reasoning ability in understanding the concepts in the Transformation Geometry course is still low. One of the causes is that there are no teaching materials, namely Student Worksheets that provide opportunities for students to be actively involved in creative learning processes; as a result, their reasoning skills are not well crafted. Therefore, it is necessary to develop a Student Worksheet that can strengthen students’ creative techniques and reasoning. The purpose of this study was to determine the feasibility of Student Worksheet products in terms of validity, practicality, and effectiveness. This research is an ADDIE development research whose stages comprise analysis, design, development, implementation, and evaluation. The instruments used in this study were validation sheets, student response questionnaires, learning outcomes, and learning implementation observation sheets. The results of this study were Creative Problem Solving (CPS) based Student Worksheet products in Geometry Transformation courses, and Student Worksheet eligibility, declared feasible in terms of (a) Validity; the worksheet validation results were in the <em>very good</em> category (4.36) (b) Practicality; the results of student response questionnaires to Student Worksheets were in a <em>good</em> category (31.16), and (c) effectiveness; the results of the test of student learning outcomes were in a <em>good</em> category (72%).</p>


2021 ◽  
Vol 1 (9) ◽  
Author(s):  
Octavita Cahyaningtyas ◽  
Santi Irawati

The purpose of the development carried out is to produce student activity sheet based on discovery learning on algebra for grade VII students of Miftahul Huda Middle School in Blitar Regency that is valid, practical, and effective. The development model refers to the ADDIE development model which consists of: analysis, design, development, implementation, and evaluation. The results showed that LKS was declared valid with a validity score of 3.43. Student’s activity sheet also fulfills practical criteria based on student response questionnaires with a practicality score of 3.5, based on the observation sheet of teacher activity with a practicality score of 3.8, and based on the observation sheet of student activity with a practicality score of 3.66. The developed student worksheets also fulfills the effective criteria with a percentage of 90 percent of students getting a score above the minimum pass criteria Tujuan penelitian ini yaitu untuk menghasilkan LKS berbasis discovery learning pada materi bentuk aljabar bagi siswa kelas VII SMP Miftahul Huda Kabupaten Blitar yang valid, praktis, dan efektif. Model pengembangan merujuk pada model pengembangan ADDIE yaitu: analisis, desain/perancangan, pengembangan, implementasi, dan evaluasi. Hasil validasi menunjukkan bahwa LKS dinyatakan valid dengan skor kevalidan 3,43. LKS juga memenuhi kriteria praktis berdasarkan angket respon siswa dengan skor kepraktisan 3,5, berdasarkan lembar observasi aktivitas guru dengan skor kepraktisan 3,8, dan berdasarkan lembar observasi aktivitas siswa dengan skor kepraktisan 3,66. LKS yang dikembangkan juga memenuhi kriteria efektif dengan persentase 90 persen siswa mendapat nilai di atas KKM.


2017 ◽  
Author(s):  
Iwan Setia Kurniawan ◽  
Topik Hidayat

AbstrakUlasan ini menginformasikan mengenai penggunaan aplikasi smartphone dalam pembelaja- ran. ulasan ini mencakup tiga bahasan utama yaitu: aplikasi smartphone, kemampuan iden- tifikasi dan literasi konservasi. Beberapa penelitian menunjukan bahwa penggunaan aplikasi smartphone yang diintegrasikan dalam pembelajaran lebih baik daripada pembelajaran dengan cara tradisional. Selain itu aplikasi smartphone efektif untuk meningkatkan hasil belajar siswa, meningkatkan kolaborasi, meningkatkan motivasi siswa dalam pembelajaran, meningkatkan pemahaman konseptual, meningkatkan kemampuan identifikasi siswa mengenai berbagai spesies dan meningkatkan literasi konservasi serta membantu memper- mudah akses materi pembelajaran secara online. Aplikasi smartphone yang dikembangkan dengan prosedur yang tepat akan membantu dalam pembelajaran. Dalam hal ini, beberapa penelitian menunjukan dengan menggunakan aplikasi smartphone siswa memiliki kemam- puan identifikasi yang baik, hal ini penting karena kemampuan identifikasi sangat dibutuh- kan dalam upaya konservasi. Pembelajaran inovatif sudah seharusnya mengembangkan teknologi khususnya smartphone untuk menunjang pembelajaran. Studi lebih lanjut diper- lukan untuk mengembangkan berbagai aplikasi smartphone dalam pembelajaran.Kata kunci: Aplikasi Smartphone, Inovasi Pembelajaran, Keterampilan Identifikasi, Literasi KonservasiAbstractThis review informs about the use of smartphone applications in learning. This review covers three main topics, namely: applications of smartphones, the ability of identification and con- servation literacy. Some studies showed that the use of smartphone applications that are integrated in learning is better than learning in a traditional way. In addition, smartphone applications are effectively able to improve student learning outcomes, collaboration, stu- dent motivation in learning, conceptual understanding, identification skill of students on a variety of species conservation, and promote literacy and facilitate access to online learning materials. Smartphone applications developed with proper procedures will assist in learn- ing. In this regard, several studies have shown using smartphone applications students have proper identification ability, this is important because the ability of identification is required in conservation efforts. Innovative learning should develop technologies to support learning, especially smartphone. Further studies are needed to develop a variety of smartphone ap- plications in learning.Keywords: Conservation Literacy, Identification Skills, Innovative Learning, Smartphone Applications


2020 ◽  
Vol 7 (1) ◽  
pp. 105-120
Author(s):  
Indah Puji Lestari ◽  
Rida Fironika Kusuma Dewi ◽  
Nuhyal Ulia

This study aims to develop mathematical teaching materials on the subject of multiplication and find out their feasibility and practicality. This research is based on the lack of students' understanding of multiplication material and the lack of references other than worksheets or textbooks used by teachers. The renewal of this teaching material is the presence of a QR code in each chapter that can connect students to videos created by researchers and uploaded on YouTube. This study uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluate). Based on the five stages, the development of You-MathBook teaching materials resulted in a percentage of eligibility from three validators of 90.9%, a practical percentage of 84.1% and effectiveness calculated with a Gain Test of 0.35 indicating an increase in student learning outcomes in the 'medium' category. Based on these results You-MathBook teaching materials are declared feasible, practical and effective to increase understanding of the concept of multiplication in fifth (V) grade students of Darul Huda Islamic Elementary School in Semarang.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Petrus Gega ◽  
Makrina Tindangen ◽  
Sonja V.T Lumowa

This development research aims: (1) determine the design of augmented reality media development to improve learning outcomes of integrated science learning outcomes for VIII grade students of SMPK Santo Fransiskus Assisi Samarinda, (2) determine the feasibility of developing augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda, (3) to determine the effectiveness of the development of augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda. This development research refers to the research steps of Dick & Carey's product development design. Product development in this research is designed with the following stages: (a) the analysis stage, (b) the planning and design development stage, (c) the design development and validation stage, (d) the design evaluation and revision stage, (e) the design stage preparation of improvement models, (f) product trial stage, (g) product evaluation and revision phase, (h) experimental trial stage. Product testing consists of alpha testing / validation conducted by material experts and media experts, as well as beta testing which is carried out in 2 stages, namely beta 1 / empirical test (small group trial). Data collection used interview guidelines, observation, questionnaires for material experts, and questionnaires for media experts, student response questionnaires, and test script instruments. This research produces teaching media that is packaged in the form of an application (apk.) which can be used on Android and iPhone. Based on the results of the extensive test, learning media that utilize Augmented Reality technology can improve student learning outcomes in class VIII, from the pre-test data, the experimental and control groups are not much different, so it can be assumed that students from both groups have homogeneous and comparable abilities, namely 57: 58,75 . But after being given the difference in teaching materials and the similarity of teaching in front of the class, the effect was significant, namely 85.1: 78.8. Whereas referring to the independent t test for equality output table in the equal section assumed the sig value is known. (2-tailed) is 0.010 <0.05, so as the basis for making independent t-test decisions it can be concluded that Ho is rejected and Ha is accepted or there are differences in student learning outcomes given Augmented Reality media and not.


Author(s):  
Yuni Maya ◽  
Lukman Ibrahim ◽  
Khusnul Safrina

The results of student mathematics learning in Indonesia are still relatively low, both at national and international levels. This is because in the learning process the teacher still uses theapproach teacher-centered. So that students are not optimal in developing their knowledge. Therefore, one learning model that can observe this needs to be pursued in a form of learning that is able to increase student activity and learning outcomes is one of thelearning models Guided Discovery Learning. The objectives of this study are (1) To compare the learning outcomes of students taught withmodels Guided Discovery Learning with student learning outcomes taught with conventional learning, (2) To find out the improvement in student learning outcomes taught withlearning models Guided Discovery Learning and ( 3) To find out the response of students after taking part in learning with thelearning model Guided Discovery Learning for students at Bandar Baru Middle School. The research method used was a type of Quasi Experiment with the type of control group pre-test post-test design. The population in this study were all eighth grade students of Bandar Baru Junior High School andsamples were taken, Random namely class VIII3 as the experimental class and VIII6 as the control class. Data collection uses learning outcomes tests, and student response questionnaires. Analysis of student learning outcomes data used t-test and N-gain while analysis of student response data was carried out through analysis of average score criteria. From the results of data processing it can be concluded that the learning outcomes learned usinglearning models Guided Discovery Learning are better than student learning outcomes taught with conventional learning,learning models Guided Discovery Learning can improve student learning outcomes and student responses to learning models Guided Discovery Learning very positive.


2021 ◽  
Vol 1 (2) ◽  
pp. 47-53
Author(s):  
Sindi Lestari ◽  
Rintis Rizkia Pangestika ◽  
Titi Anjarini

Penelitian ini bertujuan untuk mengembangkan RPP model Discovery Learning tema Daerah Tempat Tinggalku pada siswa kelas IV SD Negeri Kliwonan yang meliputi: (1) mengetahui kelayakan RPP; (2) mengetahui keterlaksanaan pembelajaran; (3) mengetahui respon siswa terhadap pengembangan RPP. Jenis penelitian yang digunakan adalah penelitian pengembangan atau Research & Development (R&D) dengan model 4D (Four D) yang terdiri dari empat tahap, yaitu: define, design, develop, dan disseminate. Subjek penelitian ini adalah siswa-siswi kelas IV SD Negeri Kliwonan. Berdasarkan hasil analisis data yang diperoleh dalam penelitian ini menunjukkan kelayakan dengan hasil validasi ahli (RPP dan materi) diperoleh nilai rata-rata 3,28 dengan kriteria valid. Hasil validasi (praktisi) diperoleh nilai rata-rata 3,68 dengan kriteri sangat valid dan RPP yang dibuat efektif berdasarkan hasil tes hasil belajar siswa diperoleh nilai rata-rata 84,2 dengan persentase ketuntasan sebesar 87,7% dengan kriteria sangat efektif. Hasil pengamatan pengelolaan keterlaksanaan pembelajaran diperoleh nilai rata-rata 3,64 dengan kriteria terlaksana seluruhnya. Hasil lembar angket respon siswa diperoleh nilai rata-rata dengan persentase sebesar 94,4% dengan kriteria sangat praktis. Berdasarkan hasil uji coba produk yang dilaksanakan, RPP model discovery learning tema Daerah Tempat Tinggalku pada siswa kelas IV SD Negeri Kliwonan telah memenuhi kelayakan (kriteria valid, praktis, dan efektif) dan keterlaksanaan pembelajaran serta respon siswa yang mencapai kriteria yang sangat baik. This study aims to develop lesson plan with discovery learning models with the theme “The Area Where I Live” in the fourth-grade students of Kliwonan Elementary School which includes: (1) Knowing the feasibility of the the lesson plan. (2) Knowing the implementation of learning. (3) Knowing the students' responses to the development of the lesson plan. The type of research used is Research & Development (R&D) with the 4D (Four D) model which consists of four stages, including: define, design, develop, and disseminate. The subjects of this study were fourth grade students of SD Negeri Kliwonan. Based on the results of data analysis obtained in this study shows the feasibility of expert validation results (lesson plan and material) obtained an average value of 3.28 with valid criteria. The results of the validation (practitioners) obtained an average value of 3.68 with very valid criteria and lesson plans made effective based on the results of student learning outcomes obtained an average value of 84.2 with a percentage of completeness of 87.7% with very effective criteria. The results of the observation of the implementation of learning management obtained an average value of 3.64 with the criteria being implemented entirely. The results of the student response questionnaire sheet obtained an average value of 94.4% with very practical criteria. Based on the results of the product trials carried out, the lesson plan with discovery learning model has met the eligibility (valid, practical, and effective criteria) and the implementation of learning and student responses have achieved very good criteria.


2020 ◽  
Vol 8 (2) ◽  
Author(s):  
Eca Seponsah ◽  
Raudhatul Fadhilah ◽  
Dedeh Kurniasih

The low knowledge of student learning outcomes in the binary compound nomenclature for class X MIA at SMA Negeri 1 Tekarang is due to the difficulty and confusion of students in writing the names for binary compound nomenclature. One of the factors for the success of the learning method is the use of appropriate learning media. A learning medium is needed, namely the Jarumia learning media to make it easier for students to understand the concept of chemical compound nomenclature. This study aims to develop the Jarumia learning media in the binary compound nomenclature for class XI at SMA Negeri 1 Tekarang which is valid and practical. The instruments used were validation sheets and teacher and student response questionnaires. This type of research is the ADDIE (Analysis, design, development, implementation, evaluation) model of Research and Development (R&D). The results of the analysis show that the Jarumia learning media developed is valid with an average value of 0.93 with high criteria. The percentage of the results of the questionnaire responses to the initial field trials and the main field trials were 89.74% and 85.45%, respectively, with very practical criteria. Thus, the needle learning media developed is suitable for use as a learning medium on compound nomenclature material, especially in the binary compound sub-material.


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