Multimedia interaktif merupakan media pembelajaran yang memanfaatkan teknologi untuk memudahkan proses pembelajaran. Beberapa sekolah maupun lembaga pendidikan mulai menggunakannya sebagai media pembelajaran, salah satunya Teaching Factory Manufacturing of Electronics (TFME) Politeknik Negeri Batam menggunakan TFME Interactive Learning Media sebagai media pembelajaran interaktif. Tujuan penelitian ini adalah membuat media pembelajaran interaktif berbasis website dan mengetahui kualitas pengalaman pengguna terhadap TFME Interactive Learning Media. Implementasi produk menggunakan model perancangan ADDIE dengan lima tahapan yaitu analysis, design, development, implementation, dan evaluation. Penelitian ini menggunakan metode penelitian kuantitatif berdasarkan user experience questionnaire (UEQ) yang mempunyai enam skala utama yaitu novelty, perspicuity, dependability, efficiency, attractiveness, dan stimulation. Hasil penelitian menunjukkan bahwa produk tersebut dapat menjadi media pembalajaran interaktif bagi mahasiswa dan semua aspek UEQ memiliki nilai rata-rata > 0.8 yaitu novelty (1.03), perspicuity (1.09), dependability (1.18), efficiency (1.15), attractiveness (1.23), dan stimulation (1.20).
[English]: This scoping review aims to examine mathematics education research in Indonesia in the last seven years. The articles searched through a national database (Sinta) yielded 595 articles that fulfill some criteria, for example, having published in level 1 and 2 journals from 2015 to 2021. A content analysis revealed that research mostly used by mathematics education researchers in Indonesia were qualitative (41.85%), quantitative (32.94%), and developmental (17.82%). The research participants were dominated by junior high school students (35.63%), college students or pre-service teachers (23.87%), and senior high school students (17.48%). The number of participants ranges from 31 to 60 (26.72%) in the majority of the research. Most of the research data were collected through tests, interviews, and questionnaires. Meanwhile, in analyzing the data, the use of descriptive statistics, qualitative methods, and t-tests were obtrusive. There are twelve most researched study topics in Indonesia, including; mathematical ability (27.23%), technology application (13.28%), and cognitive processing (9.92%). Some study topics that have not been developed in Indonesia are philosophy and history of mathematics education, early childhood mathematics learning, and topics on multicultural, multilingualism, and equity in mathematics education. Meanwhile, the integration of Islamic values in teaching and learning mathematics is a particular topic in Indonesia. [Bahasa]: Penelitian ini bertujuan untuk mengkaji penelitian pendidikan matematika di Indonesia dalam tujuh tahun terakhir. Penelusuran artikel melalui basis data nasional (Sinta) menghasilkan 595 artikel yang memenuhi beberapa kriteria, diantaranya diterbitkan oleh jurnal kategori Sinta 1 dan Sinta 2 dari tahun 2015-2021. Hasil konten analisis menunjukkan bahwa penelitian paling banyak digunakan peneliti pendidikan matematika di Indonesia adalah kualitatif (41,85%), kuantitatif (32,94%), dan pengembangan (17,82%). Partisipan paling banyak dilibatkan adalah siswa SMP (35,63%), mahasiswa atau calon guru (23,87%), dan siswa SMA (17,48%). Sebagian besar jumlah sampel yang digunakan berada pada kisaran 31-60 orang (26,72%). Pengumpulan data banyak dilakukan melalui tes, wawancara, dan kuesioner. Sementara itu, analisis data paling banyak menggunakan statistik deskriptif, metode kualitatif, dan uji-t. Terdapat dua belas topik studi paling banyak diteliti di Indonesia, diantaranya; kemampuan matematis (27,23%), aplikasi teknologi (13,28%), dan proses kognitif (9,92%). Beberapa topik studi yang belum banyak berkembang di Indonesia yaitu filosofi dan sejarah pendidikan matematika, pembelajaran matematika anak usia dini, dan topik terkait multikultural, multilingual, dan kesetaraan dalam pendidikan matematika. Sementara itu, integrasi nilai-nilai Islam dalam pembelajaran matematika merupakan topik penelitian yang menjadi ciri khas di Indonesia.
This research is a quasi-experimental research with an experimental design aimed at: 1) know the influence of the presentation of material in the form of comic media and without comic media on student mathematics learning outcomes; 2) know the interaction of the presentation of the material with learning motivation towards student mathematics learning outcomes; 3) find out whether the results of learning mathematics students who have high learning motivation and are taught by presenting material in the form of comic media is higher than without using comic media; 4)find out whether the results of learning mathematics students who have low learning motivation and are taught by presenting material in the form of comic media is higher than without using comic media. This research involved all SMP in Kab. Gowa. Determination of the sample is done by selecting an A accredited school, while determining the class as a sampling unit using the Purposive Sampling technique with the selected class having more dominant reading interest. So that class VIIIA was chosen at SMP Neg. 1 Sungguminasa as an experimental class and Class VIIIB in SMP Neg. 4 Sungguminasa as a control class. Variables consist of free variables and bound variables. Free variables presented in the form of a comic media and learning motivation while bound variables using the student maths result. The learning tools developed consists of students book (comic media), students worksheet book (comic media) and lesson plan. The data collected in this study were students 'learning motivation obtained using the learning motivation questionnaire instrument and students' mathematics learning outcomes were obtained using the mathematics learning achievement test instrument. Analysis of student mathematics learning outcomes test results using descriptive analysis and inferential analysis namely ANAVA and independent sample t-test. The results that:1) there is an influence between the presentation of material in the form of comic media and the presentation of material without using comic media on student mathematics learning outcomes; 2) there is no interaction of the presentation of the material with learning motivation on student mathematics learning outcomes; 3) mathematics learning outcomes of students who have high learning motivation and are taught by presenting material in the form of comic media are higher than without using comic media; 4) mathematics learning outcomes of students who have low learning motivation and are taught by presenting material in the form of comic media are higher than without using comic media.
Penelitian ini merupakan Penelitian Tindakan Kelas Classroom Action Research (CAR) yang bertujuan untuk mengetahui peningkatan kemampuan belajar matematika siswa melalui Penerapan Model Pembelajaran Kooperatif tipe TGT dengan Media Pembelajaran ULTPYGO. Subjek penelitian ini adalah siswa kelas VIII B SMPN 3 Sendana. Dalam proses pembelajaran TGT, siswa melakukan permainan dengan menggunakan ULTPYGO untuk menambah pengetahuan yang berkaitan dengan materi teorema Pytagoras. Proses pembelajaran yang dikaitkan dengan permainan ular tangga sangat mempengaruhi keaktifan siswa dalam belajar sehingga dapat meningkatkan hasil belajar siswa. Selain hanya belajar, siswa juga dapat bermain seperti ular tangga pada umumnya sehingga siswa sangat mudah mendapatkan pengetahuan mengenai teorema Pythagoras melalui permainan ULTPYGO tersebut. Pengumpulan data dilakukan dengan memberikan tes akhir siklus dan pengamatan melalui lembar observasi siswa. Data yang terkumpul dianalisis dengan statistik deskriptif. Persentase siswa yang tuntas belajar meningkat dari 73,91% pada siklus I menjadi 91,30% pada siklus II dan nilai rata-rata pada siklus I adalah 67,59 rentang nilai pada siklus I 39 standar deviasi siklus I adalah 11,15 sedangkan nilai rata-rata pada siklus II mencapai 82,96 rentang nilai pada siklus II 43 standar deviasi siklus II 11,11. Meningkatnya aktivitas siswa dalam proses pembelajaran sesuai dengan hasil observasi yang dilakukan selama penelitian dari siklus I ke siklus II. Berdasarkan hasil penelitian dan pembahasan selama dua siklus, dapat disimpulkan bahwa hasil belajar matematika siswa setelah diterapkan Penerapan Model Pembelajaran Kooperatif tipe TGT dengan Media Pembelajaran ULTPYGO kelas VIII B SMPN 3 Sendana mengalami peningkatan.
The Covid-19 pandemic has changed the pattern of education. Especially with the Independent Learning Program, teachers are required to be creative and innovative, teachers must create a happy atmosphere in learning. One way is to develop learning media that makes students enthusiastic in learning online. Learning videos are audio-visual media as a teacher's tool in delivering material to make it easy for students to understand and the Canva application that can support learning materials to be more interesting. The purpose of this service is to improve the quality of teachers by developing learning media according to the independent learning program. This service is carried out offline at SD N 1 and 3 Waimital. The result of this training is that teachers are able to develop video-based learning media because it really helps clarify subject matter so that teachers can implement the Independent Learning Program
Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran yang relevan dengan karakteristik peserta didik di Program Studi Pendidikan Matematika. Pengembangan perangkat dalam penelitian ini menggunakan model pembelajaran Inquiry pada mata kuliah Kalkulus Lanjut. Melihat situasi dunia bahkan Indonesia saat ini yang sedang dilanda pandemi COVID-19, maka semua kegiatan pembelajaran dilakukan secara offline dan online (dalam jaringan). Alat pembelajaran ini dirancang untuk digunakan dalam situasi pembelajaran online dan offline. Jenis penelitian yang digunakan adalah penelitian pengembangan yaitu pengembangan produk berupa perangkat pembelajaran. Ada 3 perangkat pembelajaran yang dikembangkan yaitu Bahan Ajar (BA), Lembar Kerja Siswa (LKM) dan Rencana Pembelajaran Semester (RPS) yang akan digunakan dalam proses belajar mengajar. Perangkat pembelajaran yang dihasilkan diharapkan dapat membantu siswa dalam proses pembelajaran untuk meningkatkan kemampuan berpikir kritis, kreatif dan pemecahan masalah. Pengembangan perangkat pembelajaran ini terdiri dari beberapa tahapan, yaitu: (1) Difine, (2) Design, (3) Develop. Penelitian ini telah mencapai tahap definisi dan desain.
The implementation of this community service aims to help school teachers adapt to technology in learning during Distance Learning activities and the preparation of Face-to-face Learning at Senior High Schools in Tehoru District, where the problems faced are related to Teacher Pedagogic Competence Improvement. The object of this activity is all high school teachers in Tehoru District. In general, the problems are: (1) The teachers' pedagogic ability is still low in delivering interesting materials for students; (2) Teachers find obstacles in adapting technology, especially in the era of online learning; (3) Not yet optimal video content or teaching materials provided by teachers to students during Distance Learning; and (4) The limited ability to make learning videos. Based on the problems faced, the Service team offers solutions, namely: (1) Introducing and identifying various platforms and applications that can be used by teachers for learning and assessment according to the subjects being taught; (2) Maximizing the use of Youtube, WhatsApp and Google Classroom applications for learning and assessment; (3) Integrating learning platforms and applications with features in Google Classroom; (4) Introduction of Flipped Classroom for online learning; (5) Assignment of making lesson plans with the flipped classroom method for online learning. The results of filling out teacher questionnaires before and after being given training were generally satisfied and understood the material presented. Thus, the teacher's pedagogic competence increases after applying Flipped Classroom in this Blended learning. This activity went smoothly and the teachers were very enthusiastic to apply these skills in teaching activities in schools during blended learning
The community service activities carried out aim to train educators so they can utilize and apply the use of the Google sites in creating web-based learning media. The training, which was carried out through community service activities, was centered on teachers at SMP Negeri 85 Central Maluku, Hatu Village, Central Maluku Regency, Maluku. The training is a form of effort to support the government in education units in improving the quality of human resources in the era of Society 5.0. Activities were carried out using lecture, demonstration, and question and answer methods with the number of participants involved as many as 14 people who were then used as respondents. The instrument used is a questionnaire that aims to determine the level of an understanding or initial and final knowledge of the teacher regarding the training material provided. The results of the activities carried out show that before the training, it was found that on average 53% of the training participants did not understand, 34% had understood, and 13% were known to have understood the Google sites and its use. On the other hand, after the training, the average lack of understanding decreased by 51% to 2% and as many as 85% of the training participants became familiar with the Google sites and its use as a web-based learning medium. These results indicate that the training carried out has increased understanding and has had a good and positive impact on the trainees
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