scholarly journals Implementasi Metode Research and Development Pada Pengembangan Pembelajaran Matematika Berbasis Multimedia

Infotekmesin ◽  
2021 ◽  
Vol 12 (1) ◽  
pp. 9-15
Author(s):  
Linda Perdana Wanti ◽  
Laura Sari

Mathematics is a lesson that is still a frightening specter for some students. There are several methods used to make mathematics fun to learn. One of them is to package material in mathematics to be more attractive and interesting, especially for children this can make them become interested in learning mathematics. The developed using research and development methods. This method begins by exploring the problem, collecting data needed, designing the product to be developed, validating the product design, testing the use of the system to be developed, revising the product, testing the product, revising the product and product design if there are errors or deficiencies and the last is mass production of product. This research aims to develop an interactive multimedia-based mathematics learning which can later be optimized to increase student interest in learning mathematics and be used to improve the quality of education.

2021 ◽  
Vol 1 (2) ◽  
pp. 146-155
Author(s):  
Amrullah Amrullah ◽  
Nilza Humaira Salsabila ◽  
Junaidi Junaidi ◽  
Hapipi Hapipi ◽  
Sudi Prayitno

In the 2019 survey, 82.2% of teachers never participated in media training, especially learning media based on geogebra technology. Meanwhile, 92.8% of teachers stated that mathematics requires learning media. The low quality of education in NTB requires special attention from both the government and the private sector, so it is important to conduct technology-based learning media training in order to improve the quality of education, especially improving the quality of teachers. The training was carried out using offline and online methods for two days, 19 and 20 August 2021 at SMPN 16 Mataram. The training was attended by 22 participants from junior high school mathematics teachers in the city of Mataram. In the implementation of the training, an evaluation was carried out using questionnaires and observations. The conclusions from the results of the service were as follows: Geogebra training as a medium for learning mathematics for SMP teachers in the city of Mataram in 2021 received a very good response and was well received by the teachers. Geogebra training as a medium for learning mathematics for junior high school teachers in the city of Mataram in 2021 is very in line with what is expected by mathematics teachers in the City of Mataram and increases teacher competence in the context of applying technology in learning to develop technology-based mathematics learning media.


2021 ◽  
Vol 11 (1) ◽  
pp. 59-68
Author(s):  
Siti Rohani ◽  

Innovation in the media as a learning tool can also be used to improve the quality of education in accordance with the talents and abilities of teachers as educators and students as students. Therefore, the author tries to make a learning tool as a medium for learning mathematics with specialization in teaching and learning activities in the classroom with the aim of increasing students' understanding of the Cone Slice material about Ellipses on the X and Y axes, this can be seen from the average value of the first cycle the results of the first daily examination of 83.34 and the second daily examination of 85.24 and the second cycle the results of the third daily examination of 87.42 and the fourth daily examination of 91.37 with a KKM score of 85, as well as to increase student activity, this can seen from the average student attendance of 88% to 90% in the first cycle, and the average student attendance of 95% to 100% in the second cycle, which means that students are very happy in learning mathematics with specialization, especially material about ellipses. Keyword : Ellipse Card on X and Y Axis Cone Slice Material, Specialization Mathematics Learning Media


2020 ◽  
Vol 5 (2) ◽  
pp. 133-137
Author(s):  
Tulus ◽  
Saib Suwilo ◽  
T.J. Marpaung ◽  
Elviwani

In general, junior high school students view mathematics as a difficult and boring subject. In addition to students, teachers also experience difficulties in delivering material, including time constraints in delivering quite a lot of material, and a lack of student interest in learning mathematics when using conventional learning methods such as from textbooks and explanations from the teacher. With these considerations, the proposer wants to apply knowledge and technology by making mathematics learning media tutorials so that they can increase understanding and attract students' interest in learning and help improve the quality of mathematics education and teaching. The result achieved is that community service for active learning and ICT should be reproduced because there are still many schools that have not implemented it. Meanwhile, from the progress of the times, namely Industry 4.0, ICT-based learning is very much needed.


Author(s):  
Erlina Erlina Erlina

Learning innovation is a necessity that must be done in order to increase the quality of education. Learning innovation is needed in many aspects and factors of education, such as good facilities, curriculum, learning process, evaluation of education and improvement of teachers and the leraning participant quality. This article presents the idea of educational innovation in the development of teaching materials. There are three ways that can be used in developing teaching materials, namely: (1) writing itself (starting from scratch), (2) repackaging information, (3) structuring information (compilation). Teaching materials must meet the criteria: the accuracy of the content, the precision of coverage, the legibility of teaching materials, the use of language, packaging, illustrations, and completeness of the component. To produce teaching materials, need to be done through the stages of research and development, including: discover the potential and problems, data collection, product design, design validation, revision, product testing, product revision, utility testing, product revision, and mass production


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.


2021 ◽  
Vol 2 (1) ◽  
pp. 29-35
Author(s):  
Muhammad Ilyas Habibulloh ◽  
Muhammad Nuruddin

This study aims as a way to determine the effect of the recitation method on learning outcomes of events in life that focuses on sub-theme 2 national events about the proclamation of independence day at SDN Gongseng 1 Jombang. As we know that the average learning process in schools is still centered on the teacher himself. By using the right application, it is certain that it will have a good impact on the quality of education. The lack of student interest in the methods taught by the teacher had a significant impact. In the process of working on questions, for example, students are less able to understand what is conveyed by the teacher who is able to provide a learning process whose substance is carried out by selecting the appropriate method. This research is pre-experimental research design, in the form of one-group pretest-posttest. The sample of this study consisted of 9 boys and 10 girls totaling 19 students who were in the experimental class. In the academic year 2021, it can be seen that the results of the pretest and posttest data of students by using the recitation method have sig. 0.000 < 0.05. From these results, it can be concluded that the effect of recitation has an influence on classroom learning by using conventional methods.


2021 ◽  
Vol 5 (1) ◽  
pp. 31-41
Author(s):  
Kunti Dian Ayu Afiani ◽  
Meirza Nanda Faradita

This research is a research and development that aims to produce a valid and effective MEB (Monopoly Education Book) media in fostering a nationalist sense of the Indonesian nation in learning mathematics. The research subjects were fourth grade students of SDN Wonokromo 1 Surabaya. The development of this media in its stages is limited to the mass production stage. Where the validity has been validated against three validators. The results of the research from the three validation results that have been given can be average and it is concluded that the MEB (Monopoly Education Book) media that has been developed gets a score of 86% where the score is included in the "Very Good" criteria. And the MEB (Monopoly Education Book) media is effective as evidenced by the completeness of the classical learning outcomes of students reaching 76%. Thus the learning media MEB (Monopoly Education Book) can be said to be valid and effective.


2020 ◽  
Vol 9 (1) ◽  
pp. 69
Author(s):  
Nurhayani Nurhayani ◽  
Raden Rosnawati ◽  
Tuslikhatun Amimah

Student interest in learning is a very important factor in determining student success in learning mathematics. Various attempts were made by educators and educational researchers to increase student interest in learning. This research is a classroom action research model by Kemmis and Mc Taggart that aims to describe the application of Guided Discovery learning in optimizing students' interest in learning mathematics. The increase in students' interest in learning mathematics is also supported by the results of student achievement. The research data consisted of students' interest in learning mathematics, learning achievement data, and observations of learning outcomes. Data on learning interest in mathematics is obtained through a questionnaire, data on learning achievement is obtained through tests and data on the results of observations of learning achievement are obtained through observation sheets during learning. In general, the results of the study showed that the average student interest in learning mathematics at 83.93 reached the good category. The completeness of student achievement test results reached 83.87% of students achieving the minimum completeness criteria with an average student score of 85.61. The percentage of teacher and student learning outcomes respectively at 83.80% and 76.91% reached the good category. Therefore it can be concluded that the Guided Discovery learning model can be applied to optimize students' interest in mathematics learning especially by paying attention to the results of reflections from this study.


2020 ◽  
Vol 7 (1) ◽  
pp. 61-77
Author(s):  
Ahmad Zubaidi

This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of  Borg and Gall model through analysis, design, and testing. Eligibility is based on the expert validator test and the final operation field test. The results of the study can be concluded that: 1) Preparation of the Test Instrument refers to the 5 objectives or indicators of Mahmud Kamil an-Naqah into 50 questions in product design using the Kahoot! application, 2) From the results of the expert validator it is known that the results of the material quality are obtained by an average 5.37 and the media quality of the application is obtained by an average of 4.75 (very feasible), 3) After being obtained from the main field test to 20 students there are 6 questions or 12% that are not feasible because they are invalid and have not discrimination index, then the author revise and test the revision results to 70 students with 100% valid results and are suitable for use.


2021 ◽  
Vol 3 (2) ◽  
pp. 55
Author(s):  
Elfrida Rif’atul Chusniah ◽  
Rini Setianingsih

Penelitian ini adalah penelitian yang bertujuan untuk mengembangkan komik matematika berbasis kontekstual untuk materi lingkaran yang berkualitas baik berdasarkan tiga kriteria, yaitu valid, praktis, dan efektif. Rancangan penelitian ini adalah Research and Development (R&D). Prosedur-prosedur pengembangan yang digunakan meliputi empat langkah: (1) melakukan perencanaan produk yang akandikembangkan, (2) mengembangkan produk awal, (3) validasi dan revisi produk, (4) uji coba lapangan skala kecil dan revisi. Uji coba komik dilakukan secara terbatas oleh 10 siswa kelas VIII SMP. Teknik pengumpulan data yang diterapkan dalam penelitian ini adalah angket, sedangkan instrumen penelitian yangdigunakan meliputi lembar validasi, angket penggunaan media, dan angket respon siswa. Data penelitian dianalisis dengan deskriptif kualitatif. Hasil penelitian ini menunjukkan bahwa komik matematika dinyatakan valid dengan skor kevalidan 4 oleh ahli media dan 3,9 oleh ahli materi dari skor maksimum 5 sehingga dikategorikan valid, komik matematika dinyatakan praktis dengan hasil analisis persentase kepraktisan 76,28 % dan komik matematika dinyatakan efektif degan hasil analisis persentase keefektifan 79,4%, sehingga dikategorikan efektif. Berdasarkan hasil tersebut maka media komik ini memiliki kualitas yang baik sehingga dapat dimanfaatkan sebagai satu upaya atau alternatif media dalam proses pembelajaran sebagai upaya peningkatan kualitas pendidikan dan menciptakan suasana yang menyenangkan bagi siswa.Kata Kunci: media pembelajaran, komik matematika, lingkaranThis research is a research that aims to develop contextual based mathematical comics for good quality circle material based on three criteria, namely valid, practical, and effective. The design of this research is Research and Development (R&D). The development procedures used include four steps: (1) conducting product planning to be developed, (2) developing initial products, (3) product validation and revision, (4) small-scale field trials and revisions. Comic trials are limited to 10 students in grade VIII SMP. Data collection techniques applied in this study were questionnaires, while the research instruments used included validation sheets, media use questionnaires, and student response questionnaires. The research data were analyzed by descriptive qualitative. The results of this study indicate that mathematics comics are declared valid with a validity score of 4 by media experts and 3.9 by material experts from a maximum score of 5 so that they are categorized valid, mathematical comics are declared practical with the results of a practicality percentage analysis of 76.28% and mathematical comics are declared effective with the result of the analysis of the effectiveness percentage is 79.4%, so it is categorized as effective. Based on these results, this comic media has good quality so that it can be used as an alternative media used by teachers in the teaching and learning process in an effort to improve the quality of education and create a pleasant atmosphere for students.Keywords: learning media, mathematical comics, circles


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