Research is motivated by the low problem-solving ability of students in learning mathematics. The purpose of this study was to determine the validity, effectiveness and practicality of interactive learning media based on problem based learning integrated self-confidence to improve students' problem-solving skills. The subject of this research is class XI SMA Negeri 5 Padang. The method in this research is the development research method with the ADDIE development model. The data collection instrument used was a validation questionnaire given to the validator to determine the validity of the product, and a questionnaire response from educators and students to determine the practicality of the product, as well as test instruments in the form of pretest and posttest to determine the effectiveness of the product. The results of the analysis of the data obtained were declared very valid with an average score of 90,7%. The results of the practicality test of teacher responses stated that the interactive learning media developed was very practical to be used with an average score of 100%, while the practicality test of students was declared practical with an average score of 85%. The results of the effectiveness test were obtained from the N-Gain of 0.48 with the medium category. This proves that problem based learning-based interactive learning media that integrate self-confidence to improve students' problem-solving skills is worthy of being used as a learning resource.
This research is motivated and conducted to address the problem of low numeracy literacy among students and the limited electronic-based learning media with game-based methods. The urgency of this research is crucial because low numeracy literacy can affect students' ability to solve mathematical problems in their daily lives and the future. The lack of engaging learning media can also affect students' interest in learning. Therefore, this study aims to develop an electronic Mathemagic handout based on numeracy literacy. The development model used in this research is the DDD-E model. The developed handout product has been validated twice by material and media validators. After revising it based on their suggestions and inputs, the average validation score obtained is 87.1%. These results indicate that the developed electronic Mathemagic handout based on numeracy literacy meets the perfect validation criteria. The solution offered by this research is to develop an engaging mathematical learning media using game-based methods to improve students' numeracy literacy. It is hoped that the electronic Mathemagic handout based on numeracy literacy can help increase students' interest and learning ability in mathematics. As a result, students can be more confident and have sufficient ability to solve mathematical problems in their daily lives and the future. The study implies that educators and policymakers can consider implementing the electronic Mathemagic handout in their teaching methods to enhance students' numeracy, literacy, and interest in mathematics. Additionally, the study underscores the importance of using innovative and engaging approaches in teaching to foster a love for learning and improve academic outcomes.
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