This study aims to explain the steps in designing teaching materials in the form of LKS oriented Etnomatematics on SPLDV material using the first two stages of the ADDIE development model. The method used by the writer in designing teaching materials is a part or the first two stages of the ADDIE development model which consists of the stages of analysis, design, development, implementation, and evaluation. The analysis stage aims to identify the curriculum, student characteristics, the need for instructional materials, while the design stage is to design the LKS framework and research instruments. The results of the study are ethnomatematics concepts that can be integrated into learning by presenting in LKS, namely, the unit of calculation in buying and selling transactions in traditional markets in the form of "secanting and setembuk ", besides that Lubuklinggau's typical batik motif is durian motif. The ethnomatematics context becomes the starting point in the learning process presented in the LKS on SPLDV material, so that mathematics learning can be more meaningful. In Conclusion, a good quality of Mathematics learning must be supported by various aspects, one of the main aspects is professional teacher who is able to utilize various learning resources and develop teaching materials (LKS) by utilizing the daily cultural context (ethnomatematics) experienced by students, thus the process of meaningful mathematics learning occurs and grows awareness of students to appreciate local wisdom and culture in this case the culture of Lubuklinggau. Keyword: etnomatematika, SPLDV
ABSTRAK Penelitian ini bertujuan untuk mengetahui tuntasnya hasil belajar Bahasa Indonesia siswa kelas V SD Negeri 2 Rantau Bingin. Metode penelitian yang digunakan berbentuk eksperimen semu. Populasinya adalah seluruh siswa kelas V SD Negeri 2 Rantau Bingin dan sekaligus sampel penelitian yang berjumlah 22 siswa. Pengumpulan data dilakukan dengan teknik sampling jenuh. Data yang terkumpul dianalisis menggunakan tes. Berdasarkan hasil analisis data dengan taraf signifikan a= 5% dk=21 menunjukkan besar = 4,48 dan = 1,64. Dengan demikian dapat disimpulkan bahwa hasil belajar Bahasa Indonesia siswa kelas V SD Negeri 2 Rantau Bingin setelah penerapan model pembelajaran role playing signifikan sudah tuntas. Nilai rata-rata tes akhir siswa sebesar 74,33 serta persentase siswa yang tuntas sebanyak 17 siswa (72,27%).
This study aims to develop interactive powerpoint based learning media on blood circulation material for class V SDN Rejosari and determine the quality of interactive powerpoint-based learning media in terms of validity, practicality and potential effects of the developed media. The development model used in this study is a 4D model with the following steps: 1) Define; 2) Design; 3) Develop; 4) Desseminate. Based on the results of the validity tests conducted by linguists, material experts and media experts, they obtained an overall average score of 3,48 with Very Valid qualifications. The results obtained on the practicality aspect of the overall average of the small group test and field test of 3,47 with Very Practical qualifications, and the results obtained from the potential effect test obtained an average score which was converted into an overall percentage of 87,5% with High Effectiveness qualification. Keywords: Development, Powerpoint, Interactive, Blood Circulation
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