This study aimed to develop the learning media and investigated the effectiveness of audio-based Pop-Up Book media on the two-dimensional rectangular shape. This media was tested twice in a small group of 6 students and in a large group of 25 students. Respondents were the 7 th grade students. The result of expert validation showed the average percentage of 88,16 % and was considered valid, thus the learning media was allowed to be used and tested. The analysis of effectiveness in small and large groups in a row revealed that students' respond was very good, with the percentage of 88.1% and 88.87%. In addition, the activities of students in the class were very good, showed by the percentage of 92% and 86.8%. Finally, the classical completeness of the learning outcomes obtained the percentage of 100% from 6 students and 92% from 23 students who completed the test. Therefore, it can be concluded that the application of audio-based Pop-Up Book on the two-dimensional rectangular shape was effective for Junior High School students.
Penelitian ini bertujuan untuk mendeskripsikan keefektifan dari penggunaan media pembelajaran interaktif berbantuan web dalam mengembangkan kemampuan berpikir kreatif. Populasi penelitian ini adalah peserta didik kelas VIII SMPN 1 Kemlagi tahun ajaran 2019/2020 semeserta genap. Jumlah peserta didik sebanyak 32 orang. Penelitian ini termasuk penelitian pra-eksperimental menggunakan One Group Pretest-Posttest Design. Pembelajaran menggunakan media pembelajaran interaktif berbantuan web dilaksanakan dalam enam kali tatap muka dan satu kali pemberian tes akhir (post-test). Instrumen yang digunakan dalam penelitian ini adalah angket respon peserta didik terhadap penggunaan media pembelajaran interaktif berbantuan web dan tes kemampuan berpikir kreatif. Hasil penelitian menunjukkan bahwa keefektifan penggunaan media pembelajaran interaktif berbantuan web dari nilai ratarata angket respon peserta didik mencapai dengan kategori sangat baik. Perhitungan Ngain adalah dengan kategori sedang. Uji Paired Sample T-test memperoleh hasil tingkat signifikansi (efektif). Hal ini menunjukkan bahwa antara pre-test sebelum menggunakan media pembelajaran interaktif dan post-test setelah menggunakan media pembelajaran interaktif mengalami perbedaan yang signifikan Berdasarkan hasil beberapa uji disimpulkan bahwa media pembelajaran interaktif berbantuan web efektif dalam mengembangkan kemampuan berpikir kreatif.
The objective of this paper is to analyze the relational thinking process of the fifth year students with high capability in mathematics when they face mathematical problems. Two students, girl and boy, were chosen as subjects with high-capability in mathematics. Data were obtained through in-depth interviews based on the task of problem solving. All data were video-recorded. To obtain credible data, consistency and perseverance (improving perseverance), time triangulation and member check were observed. The obtained data were analyzed using a flow chart consisting of three-flow activities occuring simultaniously namely: data reduction, data presentation and conclusion drawing. The results suggest that the relational thinking processes of male and female students when facing mathematical problems by constructing inter-and intra-relation between two core elements in solving mathematic problems are that they understood the problems and answered the questions in the problems. The relations made by the male students were richer than those by female students.
Setiap siswa atau manusia ingin sukses, baik secara akademik maupun dalam kehidupan kesehariannya. Kehadiran industri 4.0 membawah perubahan yang sangat cepat, tidak hanya dalam dunia manufaktur dan produksi tetapi juga dalam skill yang dibutuhkan di dunia kerja. Kecapakan yang sangat penting dan mendasar untuk ini adalah kecakapan bahasa dan kecakapan matematika. Kecakapan matematika meliputi kosakata dan notasi, ruang dan bentuk, numerasi, dan kuantitatif. Makna yang tersirat dalam kecakapan (literasi) matematika adalah kemampuan untuk mengajukan, merumuskan, dan memecahkan masalah intra dan ekstra matematika dengan bahasa yang dapat dimengerti oleh orang lain umumnya dan matematikawan pada khususnya. Berbagai strategi literasi dibahas secara teoritis dan implementasinya dalam pembelajaran matematika supaya dapat mahir secara matematis agar dapat mengambil keuntungan hadirnya era industri 4.0 atau era setelahnya.
The objective of this paper is to analyse matemathics education students' understanding of the equal sign, their strategies in solving the equivalent equations and the relationship between the two. Data were collected through responses from 167 first year students of mathematics education in University of Muhammadiyah Malang, East Java, Indonesia to the assigned tasks and the data were descriptively analysed using a Chi-square statistics. The results of the analysis showed that their operational understanding of the equal sign is more dominant than their relational conception. In solving equivalent equations, they tended to adopt operational procedures by making solutions, comparisons and substitutions, instead of paying attention to the existing relations in equivalence, called a strategy to recognize equivalence. No significant relations exist between students' understanding of the equal sign and their strategies in solving equivalent equations. Then gender and repondents' origin of areas are also discussed.
Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan komik sebagai media pembelajaran matematikadan mendeskripsikan respon dan hasil belajar siswa setelah menggunakan komik sebagai media pembelajaran matematika pada materi perbandingan kelas VII SMP. Jenis penelitian yang digunakan adalah Reserach and Develop (R&D) dengan tahap penelitian 3-D, yaitu tahap pengembangan (define), tahap perancangan (design) dan tahap pengembangan (develop). Data dikumpulkan dengan instrument penelitian berupa angket terdiri atas lembar validasi dan angket respon siswa serta lembar tes yang selanjutnya dianalisis secara deskriptif. Validasi terdiri dari validasi materi yang menghasilkan nilai rata-rata total 3,625 dengan kategori sangat valid dan validasi media yang menghasilkan nilai rata-rata total 3,47 dengan kategori valid. Angket respon siswa dan lembar tes diberikan kepada subjek setelah uji coba menggunakan komik sebagai media pembelajaran matematika. Hasil yang diperoleh adalah sangat positif dengan persentase 92% untuk respon siswa dan seluruh siswa tuntas dalam tes hasil belajar dengan KKM 75.
To prepare students to compete in 21st-century skills, the Ministry of Education and Culture of the Republic of Indonesia integrates character education into school subjects. However, as a medium, comics do not contain the level of character values, exploration, and critical thinking skills in problem-solving on geometry material. Therefore, the aim of this study is to produce digital media based on character values on mathematical critical thinking skills in solving problems related to learning styles for eighth-grade students. This development research employed the 4-D method (Define, Design, Develop, and Disseminate). The study indicates that the digital comic learning media is valid with a total average score of 3.60 based on the material expert’s validation and 3.50 based on the media expert’s validation. The eight-grade students' responses were positive (92%) based on the trials. The learning outcomes in terms of kinesthetic, auditory, and visual learning styles used in this study can all meet all indicators of mathematical problem-solving.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
334 Leonard St
Brooklyn, NY 11211
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.