Tujuan penelitian ini adalah mengetahui efektivitas penggunaan game edukasi berbantuan QuizWhizzer untuk meningkatkan kemampuan pemahaman konsep matematis siswa kelas VIII SMP pada materi teorema Pythagoras. Jenis penelitian ini adalah penelitian eksperimen dengan desain pretest posttest control group design. Sampel dalam penelitian ini adalah kelas VIII-H (kelas eksperimen) dan kelas VIII-G (kelas kontrol) di SMP Negeri 8 Yogyakarta. Teknik pengumpulan data menggunakan wawancara, observasi, soal pretest dan posttest kemampuan pemahaman konsep matematika. Hasil penelitian menunjukkan bahwa penggunaan game edukasi berbantuan QuizWhizzer lebih efektif untuk meningkatkan kemampuan pemahaman konsep siswa daripada pembelajaran secara langsung. Hal ini didukung dengan hasil analisis datta dimana berdasarkan uji independent sample t-tetst menunjukkan bahwa signifikansi (2-tailed) kurang dari signifikansi , hal ini berarti penggunaan game edukasi berbantuan QuizWhizzer lebih efektif daripada kelas yang tidak menggunakan game edukasi berbantuan QuizWhizzer. Selain itu, berdasarkan uji perbedaan rata-rata juga menunjukkan bahwa peningkatan rata-rata untuk kelas eksperimen lebih besar dibandingkan peningkatan rata-rata kelas kontrol . Oleh karena itu, kemampuan pemahaman konsep siswa dapat meningkat dengan penggunaan game edukasi berbantuan QuizWhizzer saat pembelajaran matematika pada materi teorema Pythagoras.
Realistic mathematics learning by utilizing culture as well as integrating technology can be used as an ideal starting point for learning. This study was intended to develop a mobile learning-based mathematics device with a realistic learning approach in the context of the Tedhak Siten ceremony to improve students' critical thinking skills. This type of research was development research that refers to the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study used the mobile learning application, the pretest, and post-test questions, in accordance with the expert validation questionnaire, the media expert validation questionnaire (3 experts), and the student response questionnaire from 32 students. The results revealed that the validity aspect obtained a good category from the media and material expert validator. It obtained a good category from the media expert validators and material experts. It turned out that the media expert's score was 58 and the material expert's 192. Both scores were in a Good category, thus the application was declared valid to be used. Furthermore, the practical aspect of students as users obtained a total score of 2055 and was included in the good category. The effectiveness aspect obtained a significant increase in pretest to posttest scores. It was obtained that the increase in the results of the pretest to the results of the posttest was 24.46. Since there is an increase in testing, it can be concluded that the mobile learning developed is effectively used for learning mathematics. Based on the results, mobile learning has met all the product quality criteria, namely valid, practical, and effective. Therefore, mobile learning with a realistic approach to mathematics using the Tedhak Siten ceremony can improve students' critical thinking skills and can be used for learning.
Perkembangan teknologi tidak dapat dihindari pengaruhnya terhadap tercipatanya inovasi pada dunia pendidikan. Inovasi tersebut dapat berupa pembuatan video pembelajaran berbantuan software sparkol videoscribe. Software tersebut telah terbukti dapat meningkatkan hasil dan motivasi belajar siswa. Sayangnya, guru di SMA Dharma Amiluhur belum merasakan manfaat software tersebut. Untuk itu, tujuan pengabdian ini adalah untuk memberikan pelatihan pembuatan video pembelajaran menggunakan software sparkol videoscribe. Metode pengabdian dilakukan dengan observasi langsung dan workshop. Temapt pengabdian adalah SMA Dharma Amailuhur dengan pesertanya adalah 19 guru semua mata pelajaran. Pelaksanaan workshop dilakukan selama 2 bulan dengan 3 pertemuan setiap bulannya. Hasil pengabdian menunjukkan bahwa mulanya guru di SMA Dharma Amiluhur belum mengetahui pemanfaatan software tersebut. Akan tetapi, dengan adanya pelatihan yang diberikan guru di SMA Dharma Amiluhur dapat memanfaatkannya. Pada saat workshop, jumlah guru yang hadir 90%, antusiasmenya tinggia, dan guru telah dapat membuat video pembelajaran berbantuan software sparkol video scribe. Untuk itu, dapat disimpulkan bahwa indikator keberhasilan pengabdian telah tercapai karena ketrampilan guru di SMA Dharma Amiluhur telah meningkat dengan memanfaatkan software tersebut.
Pendidikan menjadi salah satu sektor penting yang terkena dampak Covid-19. Hal ini menyebabkan pengajar dan peserta didik harus melakukan pembelajaran jarak jauh atau di secara online. Paradigma teknologi berubah dari hanya sebagai pendukung kerja sekunder atau rekreasi saja menjadi fasilitas kerja utama. Di SMA Dharma Amiluhur pembelajaran secara online telah dilakukan melalui platform Google Classroom dan Whatsapp group, namun belum menggunakan platform lainnya. Bentuk kegiatan pelatihan berupa ini pelatihan penyusunan platform moodle sebagai pilihan lain dalam mengunggah konten materi pembelajaran. Platform ini telah populer di beberapa sekolah, namun di SMA Dharma Amiluhur belum digunakan. Untuk itu, pelatihan pembuatan konten e-learning menggunakan Moodle dimaksudkan agar guru di SMA Dharma Amiluhur dapat merasakan manfaat dari pembuatan konten berbantuan platform tersebut serta meningkatkan kompetensi profesional guru terhadap penggunaan teknologi dan informasi. Pelaksanaan pengabdian ini dimulai dengan observasi, dilanjutkan workshop pembuatan Learning Management System (LMS) melalui website Gnomio, dan praktik langsung. Hasil pengabdian adalah diperolehnya website LMS milik SMA Dharma Amiluhur yang dibuat per kelas dengan pengembangan konten course berupa presensi, materi pembelajaran, video pembelajaran, diskusi, kuis, dan pengumpulan tugas. Website ini telah digunakan untuk pembelajaran dan hasil wawancara dengan guru menunjukkan tanggapan positif yaitu sekolah dan siswa sangat terbantu dengan pembelajaran berbasis LMS moodle. Lebih lanjut, SMA Dharma Amiluhur juga telah mengambil langkah serius dengan mengembangkan e-learning moodle menjadi lebih profesional dan berbayar yang dapat diakses pada www.eldas.smadharmaamiluhur.sch.id dan menjadi salah satu keunggulan sekolah tersebut.
Understanding concepts is an important part of mathematics because through this ability students can understand and distinguish symbols, concepts, operations, words, and signs. However, students' ability to understand mathematical concepts is still relatively low. For this reason, learning media are needed that can strengthen these abilities, such as the educational game QuizWhizzer. QuizWhizzer is a learning media in the form of an interesting, interactive game, prioritizing cooperation and communication, and can create positive interactions between students through games in the learning process. Therefore, the purpose of this study was to determine students' responses to the learning media in the form of the educational game QuizWhizzer to strengthen the ability to understand concepts. This study is a descriptive study about the level of student satisfaction in learning using the educational game QuizWhizzer. The instruments used in this study were educational games and student response questionnaires. The population in this study were students of class VIII SMP Negeri 8 Yogyakarta, while the samples were students of class VIII-H and VIII-I. This study concludes that the use of the QuizWhizzer which contains indicators of the ability to understand concepts in the small-scale trial class and large-scale trial class obtains a positive response from students. This result is evidenced by the average score in the small-scale class is 55, while in the large-scale class it is 57. The score is in the Good classification. For this reason, the use of the QuizWhizzer educational game is stated to be practical to use for learning. The results of this study need to be developed on a larger scale considering the different characteristics of students.
Numerical literacy ability is an important 21st century ability possessed by students. Teaching materials that have not integrated these abilities need to be developed. For this reason, the purpose of this study is to examine the needs of LKPD to improve students' numerical literacy ability. The type of research used is descriptive qualitative. The population used in this study was class VIII SMP Negeri 4 Yogyakarta, while the sample was class VIII.C SMP Negeri 4 Yogyakarta. Data collection techniques in this study used interview techniques, questionnaires, and students' numerical literacy test results. The results of the study showed that: (1) as many as 87% of students were interested if mathematics lessons were packaged in the form of LKPD; (2) based on the numeracy literacy test as many as 69% of students in the medium category and 14% in the low category; (3) as many as 37% of students are embarrassed to ask the teacher about subject matter that is not understood and affects the activity of students in the classroom. In addition, students want the LKPD to be blue and contain material, practice questions, and assignments. This study concludes that teaching materials using LKPD need to be applied to improve students’ numerical literacy ability
The purpose of this study was to describe the need for online learning using theplatform Gather Town to improve student mathematics learning outcomes. The type of research used is descriptive qualitative. The population in this study was class VIII SMP Negeri 3 Cisauk, while the sample was taken by purposive sampling technique, namely class VIII.4 and VIII.5 as many as 88 students. Data collection techniques in this study used interview techniques, questionnaires, and the results of the Semester Results Assessment (PAS). First, all students' mathematics learning outcomes are still above the KKM, but 43% of students fall into the category of low student learning outcomes. Second, the learning media used did not stimulate students to play an active role in learning mathematics. Third, 83% of students are interested in online learning using the gather town platform. This study concluded that online learning media using the gather town platform needs to be applied to improve students' mathematics learning outcomes.
Mitigasi bencana merupakan upaya preventif untuk mengurangi dampak bencana. Kegiatan ini sangat penting untuk disosialisasikan kepada seluruh lapisan masyarakat, termasuk penyandang disabilitas. Tujuan dari pengabdian ini adalah untuk memberikan sosialisasi dan simulasi mitigasi bencana gempa bumi di komunitas Difabel Difasari Sedayu Bantul. Pengabdian ini diselenggarakan di SLB G-AB Helen Keller Sedayu dengan peserta 50 orang penyandang disabilitas. Narasumber dalam kegiatan ini adalah Difagana (Disabled Siaga Bencana) DIY. Difagana DIY adalah organisasi yang bertugas memberikan pengetahuan manajemen risiko bencana, proses penyelamatan, dan evakuasi dalam situasi bencana, serta pengetahuan tentang shelter, advokasi sosial, dapur umum, pendampingan sosial dan psikososial kepada penyandang disabilitas. Kegiatan sosialisasi dan simulasi kebencanaan ini telah memenuhi indikator keberhasilan kegiatan karena 80% teman-teman difabel Komunitas Difasari hadir dan dapat mengikuti kegiatan hingga selesai dengan baik. Selain itu, antusiasme mereka dalam mengikuti kegiatan sangat membantu tim pengabdi sehingga kegiatan menjadi kondusif dan lancar.
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
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.