Students’ active learning activities are one indicator of success in a learning process. In fact, students tend to listen to teacher explanations which hamper students learning activities. This point make students not free to develop their potential, so the most students are not interested in mathematics learning. Therefore, there needs to be an effort in this problem, namely by using the steps in the learning model. This study aims to determine the application of MASTER based on mind mapping in increasing the learning activities of students at SMA Pembangunan Laboratorium UNP. This research used non-test techniques in the form of observation sheets and field notes. Based on the results of the study, it was concluded that the learning activities of implementation of the MASTER based on mind mapping experienced an increase in the A4 indicator and experienced fluctuations in indicators A1, A2, A3, A5, and A6. Even so, the overall average of this research succeeded in reaching 87.5% in the very good category. It means that the implementation of a mind mapping-based learning model shows an active learning activity.
Mathematics is a subject that requires the students to gain reasoning abilities. Reasoning ability can be found when students learn geometry material. However, several studies concluded that geometry material is one of the difficult material for students. Difficulty of geometry is caused by the majority of mathematics teachers still use conventional media and teaching instruments in learning, especially in term of constructing the space. This is implemented on the AR-Geometry Interactive Book. This book is designed by using the principle of interactive 3D (three-dimensional) appearance by utilizing Augmented Reality (AR) based technology. This research uses a combination of qualitative and quantitative methods. The first qualitative data was taken by depth interviews to 4 informants selected with certain conditions using purposive sampling technique. The first phase of data collection aims to explore the information related to student interest in using the AR-Geometry Interactive Book. Furthermore, the second stage data was taken using a questionnaire to 21students in class VIII of SMPN 4 Ujung Batu. The second stage of data collection aims to support the results of the first phase of the research, all data in the second stage were then analyzed descriptively using quantitative analysis tools. Overall, the results of the second analysis indicate that the AR Geometry Book is appropriate to use in learning. To see students’ mathematical reasoning abilities, tests were conducted by testing 3 essay questions. The results of the study prove that the use of AR-Geometry Interactive can improve students’ mathematical reasoning abilities.
The purpose of this research is to develop a new web-based Mobile Digital Education (MDE) design to measure character education using as an effort to face the era of disruption. E-Character Mental Revolution (E-CMR) Based on Mobile Digital Education (MDE) for Student Competency Improvement in Facing the Disruption. The research method used was a mixed method with the research subject being 80 students in Islamic boarding schools and 80 students in one of the state colleges in Banten, Indonesia of aged 19-22. The scores were analysed using both qualitative and quantitative methods. The results obtained that MDE-based E-CMR can improve the cognitive competence of students in Islamic boarding schools with an N-gain <g> score of 0.74 high categories and improve cognitive competence of students of colleges with an N-gain <g> score of 0.76 high categories. It can be concluded that the MDE-based E-KRM is significant in increasing the competence of students and facing of the disruption.
Ubiquitously, flexibility, accessibility, and a variety of cellular technology capabilities make it valuable and a necessity today. However, in general, it is underutilized in learning physics. The purpose of this study is in development of technology E-Character Mental Revolution (E-CMR) Based on Mobile Digital Education (MDE). The research method used was ADDIE (Analysis, Design, Develop, Implement, and Evaluate) with the research implementation ADDIE being 60 students and the ages 22-24 years. The results showed the development of technology of E-Character Mental Revolution (E-CMR) based on Mobile Digital Education (MDE) on the concept of physics.
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