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Pengembangan Media Pembelajaran Berbasis Aplikasi Fun Math pada Materi Kekongruenan pada Segi Empat di Kelas VIII SMP Negeri 7 Telaga Biru Gusti Ngurah Satria; Nursiya Bito; Auli Irfah
JURNAL MathEdu (Mathematic Education Journal) Vol 9 No 2 (2026): JURNAL MathEdu (Mathematic Education Journal) Juli 2026
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v9i2.8195

Abstract

This research aims to develop mathematics learning media based on the Fun Math application on congruence material in quadrangles for class VIII SMP students. The Fun Math application was chosen because it follows student developments in the current technological era and its ability to present visual and interactive content. This research uses a 4-D development model which is simplified to 3-D including the stages of definition (Define), design (Design), and development (Develop). The instruments used in this research were expert validation sheets to measure the validity of the teaching materials being developed, readability test sheets, student response questionnaires, and teacher response questionnaires to measure the practicality of the teaching materials. The research results show that the learning media developed has met the validity criteria. Through validation by media experts and material experts, this media was declared suitable for use with several improvements, and the results of the revision were proven to be very feasible through a readability test of 95.36% and from the teacher response questionnaire, namely 93.3% (very practical). Apart from that, student responses to this learning media reached 98.75% (very practical). Based on the results of this research, it was concluded that the learning media, namely the Fun Math application, was valid and suitable for use in mathematics learning, especially in the material of congruence in quadrilaterals.
MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA MENGGUNAKAN MODEL DISCOVERY LEARNING BERBANTUAN MEDIA POWTOON PADA MATERI BARISAN DAN DERET KELAS X MAN 1 BOALEMO Moh. Harisabriansyah Malomis; Nursiya Bito; Khardiyawan A.Y. Pauweni
Emasains : Jurnal Edukasi Matematika dan Sains Vol. 15 No. 1 (2026): Maret 2026
Publisher : Program Studi Pendidikan Matematika dan Pendidikan Biologi Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/emasains.v15i1.5797

Abstract

Rendahnya hasil belajar matematika siswa pada materi barisan dan deret di MAN 1 Boalemo serta kurangnya variasi pembelajaran dan pemanfaatan teknologi menjadi latar belakang penelitian ini. Penelitian tindakan kelas ini bertujuan untuk meningkatkan hasil belajar siswa melalui penerapan model Discovery Learning berbantuan media Powtoon. Subjek penelitian terdiri dari 20 siswa kelas X-6 dilaksanakan pada semester ganjil tahun ajaran 2025/2026 . Data diperoleh melalui observasi aktivitas guru dan siswa serta tes hasil belajar pada akhir setiap siklus. Penelitian dilaksanakan dalam dua siklus melalui tahapan perencanaan, tindakan, observasi, dan refleksi. Hasil yang didapatkan meningkatnya kemampuan guru dalam mengelola pembelajaran menjadi kategori Baik (B) dan Sangat Baik (SB) , aktivitas siswa meningkat menjadi Baik (B) dan Sangat Baik (SB), Begitu juga pada hasil belajar pada siklus I Hanya 13 Siswa yang memenuhi KKTP dari 20 siswa dengan persentase 65% dan pasa siklus II meningkat Menjadi 85% dengan siswa yang memenuhi KKTP 17 siswa dari 20 siswa.  Temuan ini menunjukkan bahwa penggunaan model Discovery Learning berbantuan Powtoon efektif dalam meningkatkan hasil belajar matematika khususnya pada materi barisan dan deret.
PENGARUH MODEL COOPERATIVE LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA BAAMBOOZLE TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS VII PADA MATERI BENTUK ALJABAR DI SMP NEGERI 1 SUWAWA Nazwa; Novianita Achmad; Aulia Irfah; Evi P. Hulukati; Nursiya Bito; Bertu Rianto Takaendengan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56568

Abstract

This study aimed to determine the effect of the Cooperative Learning model of the Teams Games Tournament (TGT) type assisted by Baamboozle media on students' mathematics learning outcomes in the topic of Algebraic Expressions. The study employed an experimental method using a Post-test Only Control Group Design. The research sample consisted of 21 students from class VII-C as the experimental group and 20 students from class VII-D as the control group, selected through a cluster random sampling technique. Data were collected using a cognitive learning outcomes test and analyzed using an independent sample t-test. The results showed that the calculated t-value (t = 3.275) was greater than the critical t-value (t = 1.68488) at the 0.05 significance level, indicating that H₀ was rejected and H₁ was accepted. Furthermore, the effect size calculated using Cohen’s d formula was 1.023, which falls into the high category. Therefore, it can be concluded that the Cooperative Learning model of the Teams Games Tournament (TGT) type assisted by Baamboozle media has a significant positive effect on students' mathematics learning outcomes in the topic of Algebraic Expressions among seventh-grade students at SMP Negeri 1 Suwawa. Keywords: Teams Games Tournament (TGT), Baamboozle, Learning Outcomes, Algebraic Expressions.