This study aims to test the feasibility of media-based learning Blog in learning mathematics on trigonometric subjects. This development research uses 8 stages from 10 stages of borg and gall method that are potential and problem, data collection, product design, product validation, product revision, product test, product AbstrakPenelitian ini bertujuan untuk menguji kelayakan media pembelajaran berbasis Blog dalam pembelajaran matematika pada pokok bahasan trigonometri. Penelitian pengembangan ini menggunakan 7 tahap dari 10 tahap metode borg and gall yaitu potensi dan masalah, pengumpulan data, desain produk, validasi produk, revisi produk, ujicoba produk, revisi produk dan produksi masal. Media pemebelajaran blog yang di kembangkan dengan bantuan adobe flash yang bertujuan untuk memberikan beberapa animasi. Penelitian ini dilakukan di SMA Negeri 1 Batanghari siswa kelas X. Istrumen penilaian yang digunakan adalah angket uji kelayakan oleh Ahli media, Ahli Materi, dan Angket respon siswa. Hasil penelitian adalah : 1) Berdasarkan validasi penilaian ahli materi diperoleh skor rata-rata 4,65 yaitu berada pada kategori "Sangat Baik". Validasi penilaian ahli media diperoleh skor rata-rata 4,35 yaitu pada kategori "Sangat Baik". Validasi penilaian ahli bahasa diperoleh skor rata-rata 4,5 yaitu berada pada kategori "Sangat Baik". Selain itu dari hasil uji coba skala kecil respon peserta didik memperoleh skor 4,23 yaitu pada kriteria "Sangat Baik", dan sedangkan pada uji coba skala besar respon peserta didik memperoleh skor rata-rata 4,19 yaitu pada kriteria "Baik". Dengan demikian dapat disimpulkan media pembelajaran berbantuan blog berada dalam kategori baik dan dapat digunakan dalam pembelajaran khususnya pada materi Trigonometri.
Penelitian ini bertujuan untuk mengetahui apakah peningkatan kemampuan pemahaman konsep matematis siswa dengan model pembelajaran Auditory Intellectually Repetition (AIR) lebih baik dari pada siswa yang menggunakan model pembelajaran yang biasa digunakan oleh guru. Penelitian ini menggunakan penelitian kuantitatif, dengan metode eksperimen semu. Desain yang digunakan adalah Pretest-Posttest Control Group Design. Populasinya adalah seluruh siswa kelas VIII di salah satu SMP Lampung Selatan. Simple random sampling merupakan teknik dalam pengambilan sampel pada penelitian ini. Kelas VIII A sebagai kelas eksperimen dan kelas VIII B sebagai kelas kontrol. Berdasarkan hasil uji hipotesis N-gain kemampuan pemahaman konsep matematis pada materi relasi dan fungsi diperoleh bahwa kemampuan pemahaman konsep matematis siswa dengan model pembelajaran Auditory Intellectually Repetition (AIR) lebih baik dari pada siswa yang menggunakan model pembelajaran biasa. Kata kunci: Auditory Intellectually Repetition, pemahaman konsep. ABSTRACT This study aims to determine whether the increasing of students mathematical concepts understanding on the class with Auditory Intellectually Repetition (AIR) model is better than on the class with usual learning models. This study is a quantitative research by using the quasi-experimental method. The design is Pretest-Posttest Control Group Design. The population is all of eighth grade students of a Junior High School in South Lampung. Simple random sampling technique is used to get the sample. The VIII A class is the experimental class and VIII B class is the control class. Based on the results of the N-gain hypothesis test of the ability to understand mathematical concepts in relation and function material, the understanding of students' mathematical concepts with the Auditory Intellectually Repetition (AIR) learning model is better than students who use usual learning models. Keywords: Auditory Intellectually Repetition, concept understanding.
Students' low mathematical communication skill is influenced by several factors such as learning models applied by teachers in the classroom and the students' learning motivation. Advanced organizer Model is appropriate to improve the students' low ability. This study aims to determine whether: (1) there is an influence of advance organizer model toward the mathematical communication skill; (2) there is an influence of learning motivation toward the students' mathematical communication skill, and; (3) there is an interaction between learning model and motivation toward mathematical communication skill. This research employs quasiexperimental design and the statistical analysis used is the two-ways variance with unequal cells. The result of this research shows that:(1) there is an influence of advance organizer model toward mathematical communication skill; (2) there is an influence of learning motivation toward students' mathematical communication skill, and ; (3) there is no interaction between learning model and motivation toward mathematical communication ability.
The ability to understand a concept in the learning of mathematics is something that is required by each learner. But in fact show that in the learning process, teaching materials used have not trained learners in doing a discovery and learners less active in the learning process. This study aims to produce teaching materials in the form of a didactic design module teaching materials Algebra on Mathematics Subjects for Class VIII Semester 1 Subject material Algebra in SMP Negeri 1 Pakuan Ratu. The teaching materials module with didactic design is a module in the form of a learner's guide which contains information, materials about Algebra, examples of problems as well as exercise questions, in accordance with the problems that natural learners on learning materials, this instructional material is made to petrify participants educated in solving problems on Algebra material. Based on the results of research, Didactic instructional materials developed by researchers deserve to be used according to the validation results of material experts, linguists, education practitioners, media experts, and help learners to learn more independently and comfortable in the learning process as well as learners are very interested in teaching materials (modules) of this didactic design.
The ability of adaptive reasoning is a competence that must be possessed by students, but the reality of the field shows that students' adaptive reasoning ability is still not satisfactory. Learning with the accelerated learning method is applied in the hope of improving students' adaptive reasoning abilities. The purpose of this research is to know whether the improvement in students' adaptive reasoning ability with accelerated learning method is better than ordinary learning. This research is a quasi-experiment or quasi-experiment with pretest-posttest control group design. Implementation of this research is done on grade VIII students in one of the State Junior High School in Bandar Lampung. Problems given are questions of reasoning ability of adaptive in material relation and a function, test of ability, ability of reasoning is tested theoretically by validating with picture that test question can be well understood and empirically validity and reliability fulfill characteristic to be used in research, The degree of difficulty and distinguishing power of the problem can already be used to determine the enhancement of the ability of adaptive reasoning. Quantitative data analysis was performed using flat most different and N-Gain test. The results of this study are students whose learning to apply learning with an accelerated learning method of enhancing the ability of adaptive reasoning is significantly better than that of students whose learning using ordinary learning is reviewed in whole.
The purpose of this research is to produce material of quadratic equations supported by quick, appealing, and easy formula for students. The Method of This research is Research and Development Procedure ( R & D)� from Brog and Gall which is adopted by Sucipto that is up to the seventh stage, such as: potential problem, data collection, product design, design validation, design revision, product trial, and product revisions. The subject of this research is one of high school students in Bandar Lampung. The data collection was obtained from the validation of the instruments as well as trials of small group and large group products. This researchs analyzed by descriptive quantitative and qualitative. The products produced through the validation of the feasibility of� the material expert validator team, the media expert, the linguist and the mathematic teacher and the language teacher obtained the criteria "Very worthy of use". furthermore on the aspects of small group and large group product trial obtained the criteria "Very easy and very interesting for students". Based on the results of assessment of responses by experts, teachers, and student responses it can be concluded that the material module of quadratic equations aided by the formula is quickly categorized very feasible, very interesting, and very easy for students.Keywords: Teaching Materials, Quadratic Equations, Quick Formulas
The purpose of this study is to determine the feasibility of gamifikasi teaching materials and to determine the response of students and teachers to the developed teaching materials. The material developed in this research is to build a curved side room. Teaching materials is a primary requirement for teaching and learning process. The method in this research is research and development (R & D) with Brog and Gall development model that has been modified by Sugiyono. There are 7 stages in this development that are potential and problems, data collection, product design, product validation, product revision, product trial and product revision. The data collection instruments used are questionnaires given to material experts, media experts and linguists to determine the feasibility of the products, and are given to students and teachers to find out the attractiveness of the products that have been developed. Based on data analysis obtained from material experts, media experts and linguists it is stated that the developed teaching material is feasible to be used, and analysis of data obtained from students and teachers stated that the developed teaching material is very interesting. This means that the materials developed by researchers can be used as a learning resource for students and teachers of SMP / MTs class IX. ABSTRAKTujuan penelitian ini adalah untuk mengetahui kelayakan bahan ajar gamifikasi dan untuk mengetahui respon siswa dan guru terhadap bahan ajar yang dikembangkan. Materi yang dikembangkan dalam penelitian ini adalah bangun ruang sisi lengkung. Bahan ajar merupakan kebutuhan primer bagi proses belajar mengajar. Metode dalam penelitian ini adalah penelitian dan pengembangan (R&D) dengan model pengembangan Brog and Gall yang telah di modifikasi oleh Sugiyono. Ada 7 tahap dalam pengembangan ini yaitu potensi dan masalah, pengumpulan data, desain produk, validasi produk, revisi produk, uji coba produk dan revisi produk. Instrumen pengumpulan data yang digunakan adalah angket yang diberikan kepada ahli materi, ahli media dan ahli bahasa untuk mengetahui kelayakan produk, dan diberikan kepada siswa dan guru untuk mengetahui kemenarikan produk yang telah dikembangkan. Berdasarkan analisis data yang diperoleh dari ahli materi, ahli media dan ahli bahasa dinyatakan bahwa bahan ajar yang dikembangkan layak untuk digunakan, dan analisis data yang diperoleh dari siswa dan guru dinyatakan bahwa bahan ajar yang dikembangkan sangat menarik. Hal ini berarti bahan ajar yang dikembangkan peneliti dapat dimanfaatkan sebagai salah satu sumber belajar bagi siswa/siswi dan guru SMP/MTs kelas IX.
This research aims to determine the influence between the application of TAPPS type cooperative learning using gamification teaching materials and conventional learning, the difference between high, medium, and low Self Confidence, and the interaction between TAPPS type cooperative learning and Self Confidence toward the ability of mathematical reasoning. This research used a quasi-experimental method and subjects of SMP Negeri 1 Natar Lampung Selatan with 64 students. The sample class used were two classes by using Cluster Random Sampling. Hypothesis testing conducted in this research uses two-way ANAVA with ∝=5%. The results showed: (1) learning using TAPPS type cooperative learning using gamification teaching materials is more effective than learning with conventional methods, (2) there is a self-confidence effect on mathematical reasoning abilities, high Self Confidence is better than medium and low self-confidence and the ability of mathematical reasoning with medium Self Confidence is better than low Self Confidence, (3) there was no interaction between TAPPS type cooperative learning and Self Confidence in mathematical reasoning abilities. Penelitian ini bertujuan untuk mengetahui apakah terdapat pengaruh antara penerapan cooperative learning tipe TAPPS menggunakan bahan ajar gamifikasi dan pembelajaran konvensional, perbedaan antara kepercayaan diri yang tinggi, sedang dan rendah, dan interaksi antara cooperative learning tipe TAPPS dan kepercayan diri terhadap kemampuan penalaran matematis siswa SMP. Jenis penelitian in adalah Quasy Eksperimental, Penelitian dilakukan di SMP Negeri Natar Lampung Selatan dengan jumlah siswa 64. Sampel kelas yang digunakan adalah dua kelas dengan menggunakan teknik Cluster Random Sampling. Pengujian hipotesis menggunakan ANAVA dua arah dengan ∝ = 5%. Hasil penelitian ini adalah: (1) Cooperative learning tipe TAPPS menggunakan bahan ajar gamifikasi lebih berpengaruh daripada pembelajaran konvensional terhadap kemampuan penalaran matematis (2) Kemampuan penalaran matematis dengan kepercayaan diri yang tinggi lebih baik daripada kepercayaan diri sedang dan rendah serta kemampuan penalaran matematis dengan kepercayaan diri yang sedang lebih baik daripada kepercayaan diri rendah (3) Tidak ada interaksi antara cooperative learning tipe TAPPS dan kepercayaan diri terhadap kemampuan penalaran matematis.
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