scholarly journals Pengembangan Media Pembelajaran Matematika Video Interaktif berbasis Multimedia

2020 ◽  
Vol 1 (2) ◽  
pp. 59-74
Author(s):  
Putri Utami Suseno ◽  
Yamin Ismail ◽  
Sumarno Ismail

This article discusses the development of mathematics learning media in the form of interactive multimedia-based videos. Media development was carried out for learning flat-plane geometry on the topic of kites. The media development method used a descriptive approach through 3 stages, namely defining, designing, and developing by involving students of SMP Negeri 3 Gorontalo as research subjects. The multimedia-based interactive video learning media produced was declared valid based on expert judgment both in terms of media and on material substance. In its application, there was a positive response from more than 70% of students who took part in the learning process. This shows that the multimedia-based interactive video learning media is good and suitable for use as a medium for learning mathematics.

2018 ◽  
Vol 1 (2) ◽  
pp. 127
Author(s):  
Desta Evira Nosa ◽  
Farida Farida

The purpose of this research is to produce the product in the form of audio-visual learning media using Wingeom and Camtasia Studio and to know the learner's response to audiovisual learning media using Wingeom and Camtasia Studio. This research uses research and development method. Learning media development procedure is done through several stages: (1) Analysis in the form of curriculum analysis, characteristic analysis of learners and technology analysis. (2) Design  in the form in the media and the preparation of instruments. (3) Development in the form of media creation process until media validation. (4) Implementation in the form of product testing to learners. (5) Evaluation. This research produces a mathematics learning media that has been declared valid and suitable to be used as a medium of mathematics learning by material experts, media experts, and linguists. From the results of validation by experts, then obtained average percentage of 91% with very good criteria. In the test results the average learner responded well with a percentage of 86%. So it can be concluded that the resulting audiovisual media is considered feasible to be used as a medium of learning mathematics.


2020 ◽  
Vol 11 (2) ◽  
pp. 227-246
Author(s):  
Sulasri Suddin ◽  
Yohanis Ndapa Deda

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.


2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Endang Istikomah

The use of modules in learning aims so that students can learn independently without or with the guidance of the lecturer. There is no teaching material as a learning guide that meets the needs of students in IT-based mathematics learning courses in the form of LKM, Modules or textbooks.This study aims at finding and examining further the response of students to ICT-based mathematics learning modules. The form of this research is descriptive research. The research subjects of the even semester students are 2018/2019 in ICT-based mathematics learning courses. The instrument used was a student response questionnaire. Data collection techniques using a Likert scale through Google Form. The data was processed using Microsoft Excel 2010. The results showed that student’s responses to the ICT-based mathematics learning module as a whole were positive with an average on the material Aspects, the Interest Aspects of the module and the Module Aspects respectively of 92, 42%, 87 % and 93, 16%.. Thus it can be concluded that ICT-based mathematics learning using modules can be applied.


2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.


2021 ◽  
Author(s):  
HARZIKO

ABSTRACTThis research is motivated by the fact that the ability of mathematical communication in Indonesia is low. The models and approaches used in the learning process are one of the supporting factors for learning mathematics in the classroom. This study aimed to analyze SMA 1 Namlea students' mathematical communication skills with realistic mathematics learning assisted by GeoGebra. The research method used is quasi-experimental. WHO researched SMA Negeri 1 Namlea, Buru Regency. The analysis results show that the test instrument is valid and reliable to be used for pretest and posttest. The results showed that the mathematical communication of students who received realistic mathematics learning assisted by GeoGebra was better than students who received realistic mathematics learning without GeoGebra. The results also showed that there was a positive response from students towards learning realistic mathematics with GeoGebra.KEYWORDS: Realistic Mathematics, GeoGebra & Mathematical Communication


MaPan ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. 27
Author(s):  
Andi Aras ◽  
Fawziah Zahrawati

Interest in learning is one important factor that determines student success in learning. Low student interest in learning is associated with their ability to master the concept of summing whole numbers. This study aims to foster students' interest in learning mathematics through makkudendeng traditional game. The research method is design research starting from the preliminary design, design experiment, and retrospective analysis. The research subjects were students in grade II primary school. The results of this study conclude that the makkudendeng traditional game, which is used as a learning resource in learning the addition of whole numbers, has relevance to the indicators of learning interest, which include: pleasure in learning, interest in learning, attention, and involvement in learning. It is because students learn while playing. So, the makkudendeng traditional game can be a solution to foster students' interest in learning mathematics.


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.


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.


2020 ◽  
Vol 40 (2) ◽  
pp. 101
Author(s):  
Amrina Rosyada

<p>Ustaz Abdul Somad kembali menjadi sorotan khalayak karena dakwahnya yang kontroversial. Pada akhir Agustus 2019, video ceramah Ustaz Abdul Somad yang diunggah pada tahun 2016 yang berjudul “Hukum Melihat Salib” sempat viral di media sosial karena dianggap mengandung unsur Suku, Agama, Ras, dan Antargolongan (SARA). Video pendek yang berisi jawaban Ustaz Abdul Somad atas pertanyaan jamaah, mengandung konten yang menyinggung tentang salib sehingga menimbulkan respon negatif dari umat nonmuslim. Selain itu, ada video ceramah lain yang berjudul “Hukum Menonton Film Korea” yang juga menimbulkan respon negative bagi para penggemar KPop atau KPopers. Tulisan ini fokus pada bagaimana etika komunikasi dakwah Ustaz Abdul Somad yang dibangun berdasarkan perspektif Al Quran. Penelitian ini menggunakan pendekatan kualitatif-deskriptif. Subjek penelitiannya adalah dua video ceramah Ustaz Abdul Somad yang berjudul “Hukum menonton Film Korea” dan “Hukum Melihat Salib”. Sementara objek penelitian ini ialah retorika Ustaz Abdul Somad dalam video-video tersebut. Hasilnya, ceramah dalam kedua video tersebut mengandung prinsip etika komunikasi dalam Al Quran, dengan catatan ceramah tersebut dilakukan pada kelompok terbatas. Etika Al Quran yang dimaksud adalah prinsip bicara tegas dan jujur. Namun, jika dalam konteks media sosial yang bersifat general atau umum, maka pesan dakwahnya tidak sesuai dengan salah satu kode etik dakwah serta dinilai tidak efektif.</p><p> </p><p><em>Ustaz Abdul Somad returned to the media spotlight because of his preaching that triggered a negative response by other groups. At the end of August 2019, Ustaz Abdul Somad's video lecture uploaded in 2016 entitled "Hukum Melihat Salib" was viral on social media because it was considered to contain SARA elements. In the video footage, there is content that is offensive about the cross, giving rise to negative responses from non-Muslim communities. In addition, the lecture video entitled "Hukum Menonton Film Korea" also caused a negative response for KPopers. Therefore, this paper focuses on how the ethics of Ustaz Abdul Somad's missionary communication are built on the perspective of the Qur'an. This research uses a qualitative descriptive approach. His research subjects used Ustaz Abdul Somad's video lecture entitled "Hukum Menonton Film Korea" and "Hukum Melihat Salib". While the object of this research is the rhetoric of Ustad Abdul Somad in the videos. As a result, both videos contain ethical principles of communication in the Koran, if the lecture is aimed at a particular group. Unlike the case in social media that is universal (anyone, anytime and anywhere can be accessed), then the message of preaching is not </em><em>following</em><em> </em><em>one of the preaching code of ethics and has not been effective. </em></p>


2020 ◽  
Vol 1 (3) ◽  
pp. 276-282
Author(s):  
Binti Maqsudah

Penelitian ini bertujuan  memaparkan pemanfaatan media pasir dan tali koor dalam pembelajaran Matematika, khususnya materi menentukan rumus volume dan luas permukaan bola. Penelitian ini termasuk penelitian tindakan kelas dengan pendekatan deskriptif, yaitu penelitian yang mencoba menggambarkan situasi yang terjadi pada objek penelitian jika diberikan suatu perlakuan. Penelitian ini terdiri dari tiga siklus dengan subjek penelitian siswa yang berjumlah 27 siswa. Hasil penelitian tindakan kelas di kelas IXH MTsN Malang I, menunjukkan adanya peningkatan kemampuan siswa dalam pemecahan masalah matematika. Peningkatan tersebut antara lain adanya perbedaan antara nilai awal dengan nilai akhir. Pada tes awal nilai minimum 25, nilai tertinggi 90 dan nilai rata-rata 75,6. Setelah perlakuan dengan menerapkan pembelajaran kontekstual, terjadi peningkatan. Pada tes akhir, nilai minimum 60, nilai tertinggi 95 dan nilai rata-rata 83,9.This study aims to describe the use of sand media and choir in Mathematics learning, especially the material for determining the volume formula and surface area of a ball. This research includes classroom action research with a descriptive approach, namely research that tries to describe the situation that occurs in the object of research if given a treatment. This study consisted of three cycles with student research subjects totaling 27 students. The results of classroom action research in class IXH MTsN Malang I indicated an increase in students' ability in solving math problems. This increase included the difference between the initial and final values. On the initial test the minimum score was 25, the highest score was 90 and the mean score was 75.6. After treatment by applying contextual learning, there was an increase. On the final test, the minimum score was 60, the highest score was 95 and the mean score was 83.9.


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