The purpose of this study is to describe the improvement of the ability to comprehend the concept of mathematics, teacher's teaching skills in managing mathematics learning and student learning activities using Realistic Mathematic Education model assisted BongPas props. The subjects of this study are class V SD 2 Bae, amounting to 14 people consisting of 6 male students and 8 female students. Data collection techniques used are observation, interview, test and documentation. Data analysis in this classroom action research is quantitative and qualitative data analysis. The results showed the ability of understanding the concept of mathematics in the first cycle is 35.7% with less criteria and the second cycle is 78.5% with good criteria. The result of observation of teacher's teaching skill in managing learning has increased, from cycle I get percentage of 76% with good criterion, while cycle II get 86,5% percentage with very good criterion. The observation of student learning activity has increased, from cycle I with percentage of 71% with good criterion while cycle II with percentage 82% with very good criterion. Based on the research that has been done, it can be concluded that the ability of understanding the concept of mathematics, teaching skills of teachers in managing learning and learning activities of students in grade V SD 2 Bae increased after the implementation of Realistic Mathematic Education model assisted BongPas props.
Gadget merupakan alat elektronik yang digunakan sebagai media informasi, media belajar, dan sebagai hiburan. Manfaat gadget lainnya yaitu dapat tersambung dengan internet dan siswa sudah mengenal fungsi internet. Hal ini mengakibatkan banyak siswa yang menyalahgunakan penggunaan internet untuk hal negatif, sehingga siswa harus selalu dalam pengawasan orang tua. Tujuan penelitian ini adalah untuk menganalisis pengaruh penggunaan gadget terhadap minat belajar siswa kelas V sekolah dasar. Jenis penelitian yang digunakan dalam penelitian ini adalah kuantitatif deskriptif dengan menggunakan metode noneksperimen. Teknik penentuan sampel yang digunakan adalah teknik Non Probabiliti Sampling dan menggunakan sampling jenuh. Teknik pengumpulan data meliputi observasi, wawancara, angket, dan dokumentasi. Penelitian ini dilaksanakan dengan subjek penelitian 24 orang siswa dan guru kelas 5. Hasil penelitian menunjukkan bahwa penggunaan gadget tidak berpengaruh secara signifikan terhadap hasil belajar siswa. Pernyataan ini dibuktikan dari hasil penghitungan analisis regresi sederhana dengan perolehan t-hitung < t-tabel (0,539 < 2,06) dan signifikansi 0,596 > 0,05. Selanjutnya, penggunaan gadget berpengaruh secara signifikan terhadap minat belajar siswa. Pernyataan ini dibuktikan dengan perolehan t-hitung > t-tabel (5,044 > 2,063) dan signifikansinya 0,000 <0,05. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penggunaan gadget tidak berpengaruh secara signifikan terhadap hasil belajar siswa dan berpengaruh secara signifikan terhadap minat belajar siswa sekolah dasar.
The purpose of this research is (1) to test whether there was a difference in the average students’ mathematical problem-solving abilities before and after implementing information and communication technology-based lesson studies and (2) to test whether students’ mathematical problem-solving abilities after learning through the application of technology information and communication-based lesson study to achieve learning completeness. This research was an experimental type using a quasi-experimental design and refers to the one group’s pretest-posttest design. The population in this research were students of the Mathematics Education study program Universitas Muria Kudus. The sample of this research is the first semester students. The test technique is used as a research data collection technique. Technique tests are carried out to measure students’ mathematical problem-solving abilities. The data analysis in this research includes the sample group average difference test and learning mastery test. Based on the data analysis, the results of the mathematical problem-solving ability after implementing lesson study based on information and communication technology are better than before applying and the mathematics problem-solving ability of students after learning through application after implementing lesson study based on information and communication technology reaches learning completeness.
online learning, factors that affect parents attention and the role of parents attention to students mathematical comprehention skills. This research uses data collection techniques in the form of observations, interviews, and documentation. Data analysis used in this research is qualitative descriptive data analysis. In this study, it was found that, 1) where most of parents pay attention to stundent, 2) The factors that affect the attention of parents are, (a) the presence of desire / need, (b) strong lack of stimulus, (c) busy activities / work, (d) physical condition, (e) mental and surrounding atmosphere, (f) the educational ability of parents. 3) Students have sufficient mathematical comprehention skills. Parents attention is only one of the factors that affect students mathematical comprehention skills, another factor is the existence of internal factors and external factors.
Teaching media is one of the important things in the learning process. It can stimulate and motivate elementary school students to learn the materials in the learning process. Marionette Tangram is an educational teaching media for elementary school students which can be used in geometry in mathematics and history subjects. This research was a developmental research using the 4D (four D) model of Thiagarajan. This paper summarizes how to define, design, develop, disseminate and apply the Marionette Tangram. Needs analysis of the media was conducted in the "define" phase. The prototype of the educational teaching media was created in the "design" phase. The experiment was carried out in the "develop" phase. In the dissemination phase, information related to the instructions on how to use the media was given to the teachers in many schools. The last phase was to register the copyright of Marionette Tangram media at the Ministry of Law and Human Rights of the Republic of Indonesia. The results of this research show that Marionette Tangram is an innovative educational teaching media because it is formed from cultural values and can be used in the learning process as a teaching aid for mathematics and history subjects. Furthermore, it can be categorized into valid criteria; and the instructional application is effective.
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