The abilities of the 21st century consist of critical thinking and problem solving, creativity and innovation, communication, and collaboration. To support the development of this capability, it is necessary to design a 21st century mathematics-based learning tool. Based on field observations, teachers have not been able to develop a learning tool that leads to this capability. This is due to the lack of knowledge of teachers in designing such learning. If a teacher understands and is able to design a mathematics lesson that leads to 21st century skills, then as a teacher they will be ready to apply it and, in the end 21st century skills for students will flourish. The research approach that will be used in this research is the development research with the aim of producing the product in the form of lesson plans, student worksheets and standard instruments that support the ability of the 21st century. The development model that will be used in this research is 4D development model which includes four stages: define, design, develop and disseminate. But developers only use three stages. The results show that based on the overall score that has been obtained from the testing process shows that the learning tool of mathematics is very good.
Tujuan penelitian ini mengembangkan dan mengetahui kelayakan e-modul. Penelitian ini menghasilkan e-modul sehingga penelitian ini merupakan penelitian pengembangan (R & D) dengan subjek penelitian siswa kelas VIII SMPN 1 Cikupa dan guru matematika. Metode penelitian yang digunakan adalah model pengembangan ADDIE. E-modul dibuat dengan materi segiempat dan segitiga pada smartphone android. Hasil penelitian diperoleh e-modul dengan kategori layak berdasarkan aspek kevalidan melalui uji ahli media dan ahli materi dengan persentase 81%, aspek kepraktisan melalui angket respon siswa dengan persentase 85% dan respon guru dengan persentase 83%, serta aspek keefektifan berdasarkan skor n-gain yakni 0,37 kategori sedang. Peningkatan kemampuan berpikir kritis matematis diperoleh skor n-gain pada aspek menginterpretasi (0.53), aspek menganalisis (0.22), aspek mengevaluasi (0.49), dan aspek menginferensi (0.24). Maka disimpulkan bahwa e-modul berbantu kodular pada smartphone android menarik dan layak digunakan serta mampu meningkatkan kemampuan berpikir kritis matematis siswa SMP.
This design and development research was motivated by the rapid expansion and use of GeoGebra by mathematics educators (teachers and lecturers) in Indonesia. One of GeoGebra features is GeoGebra Applet that can be used, modified, and/or developed by educators for dynamic and interactive mathematics teaching and learning. At the time of research project, there is no GeoGebra Applets closely linked and aligned to the Indonesia national curriculum. The availability would be benefit for mathematics teaching and learning aligned to this curriculum. This research proceeds through seven steps of the Need, Capability, and Analysis (NCA) Model of Design and Development: 1) User Need Analysis; 2) Researcher as Developer Capability; 3) GeoGebra Applets Design; 4) GeoGebra Applets Development; 5) Experts Judgements; 6) Field testing in its Natural Setting Environment; and 7) the Prototype. The field testing was conducted with 8th grade students in a junior high school. The field testing shows that the developed Quadrilateral GeoGebra Applets can work as expected in its purposed natural setting environment.
This research is a quasi-experimental study that aims to determine the effect of interactive video-assisted Blended Learning models on mathematical problem solving abilities. This research was conducted at SMPN 13 Serang City class VIII. The population in this study consisted of 10 classes VIII and taken 2 classes to be sampled. Sampling was done by cluster random sampling technique. The Blended Learning model used in this study isconventional learning in class by involving online resources and online activities which are not a requirement for students to follow. While the video used is a video adopted from one of the paid online learning rooms, Ruang Guru. Problem solving ability is measured using a test in the form of a valid and reliable question description. Furthermore, the data obtained were analyzed using quantitative descriptive analysis.
Penelitian ini bertujuan untuk menghasilkan produk berupa e-modul bebantu kodular pada smartphone yang valid, praktis serta efekktif dalam meningkatkan kemampuan literasi matematis siswa. Penelitian ini merupakan penelitian pengembangan yang mengacu pada model ADDIE dengan lima tahap pengembangan, yaitu Analyze, Design, Develompment, Implementation. Subjek penelitian ini adalah siswa kelas VIIIG SMP Negeri 1 kota Serang. Berdasarkan hasil analisis data diperoleh nilai untuk uji ahli materi dengan persentase kevalidan sebesar 73% dengan kategori “valid”. Untuk uji validasi oleh ahli media diperoleh persentase sebesar 76% dengan kategori “valid”. Serta untuk uji kepraktisan yang dilakukan kepada guru mata pelajaran matematika diperoleh hasil persentase sebesar 85% dengan kategori “sangat praktis”. dan respon siswa terhadap media pembelajaran memperoleh hasil persentase sebesar 79% dengan kategori “baik”. Keefektifan e-modul literasi matematis berdasarkan skor n-gain sebesar 0.61 dengan interpretasi terdapat peningkatan pada kategori sedang. Oleh karena itu, e-modul berbantu kodular pada smartphone untuk meningkat kemampuan literasi matematis siswa dapat disimpulkan valid, praktis serta efektif digunakan sebagai media pembelajaran matematika di SMP Kelas VIII.
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