2018
DOI: 10.24235/eduma.v7i2.3670
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PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS KEMAMPUAN PEMECAHAN MASALAH MATEMATIS PADA PEMBELAJARAN MATEMATIKA (Bahan Ajar Digital Interaktif pada Materi Pertidaksamaan Nilai Mutlak Linear Satu Variabel)

Abstract: This research motivated by the low of students' mathematical problem-solving ability and the utilization of learning media based on technology that was not maximum. Preparation of learning materials in the form of the interactive digital module was one of the ways can overcome that problem. The method that used in this research was RnD with the design model ADDIE that was analysis, development of implementation design and evaluation with the restrictions of not doing the implementation stage. The instrument of… Show more

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Cited by 18 publications
(19 citation statements)
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“…for moderate cognitive ability of students, and 88.77% for high cognitive ability (Indariani et al, 2018). This shows that digital modules are worth using both in the classroom and in self-study.…”
Section: Preliminarymentioning
confidence: 88%
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“…for moderate cognitive ability of students, and 88.77% for high cognitive ability (Indariani et al, 2018). This shows that digital modules are worth using both in the classroom and in self-study.…”
Section: Preliminarymentioning
confidence: 88%
“…So from the definition of the case study method and sampling using sample techniques, it is very possible to take one student whether it has low, medium, or high cognitive. Strengthened by the practicality of digital modules that can be implemented for all cognitive levels of students (Indariani et al, 2018). The taking of one student is assisted by an objective assessment from the mathematics teacher who teaches the student with the criteria of a student who has studied the material of the one-variable linear absolute value and is able to operate a digital module on a laptop or computer device.…”
Section: Methodsmentioning
confidence: 99%
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“…Berdasarkan analisis kebutuhan yang dilakukan melalui penyebaran angket terhadap 30 mahasiswa program studi Pendidikan Matematika semester VI, diperoleh beberapa informasi diantaranya: 1) Sumber belajar utama selama belajar daring adalah buku digital (63,3%), 2) Kesulitan dalam mempelajari materi yang berasal dari buku digital/e-book (66,7%), 3) Kesulitan memahami penjelasan dari contoh soal yang terdapat dalam buku digital/e-book (66,7% (Indariani, Pramuditya, & Firmasari, 2018), dan (Puspitasari & Rakhmawati, 2013). Kesimpulan beberapa penelitian diantaranya : 1) Peserta didik merespon positif buku ajar digital interaktif baik dari isi, tampilan dan ilustrasi video; 2) produk yang dihasilkan memenuhi kaidah praktis, 3) motivasi belajar mahasiswa meningkat karena produk digital book interaktif menyajikan berbagai format media mampu memberikan beragam pengalaman belajar, dan 4) mahasiswa dan lingkungan pembelajaran berinteraksi secara resiprok pada tingkat tinggi.…”
Section: Pendahuluanunclassified