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Journal : MATHEMATIC EDUCATION AND APLICATION JOURNAL (META)

PENGEMBANGAN MEDIA PEMBELAJARAN “MATBEL LEGENDA” BERBASIS KOMPUTER UNTUK MENUMBUHKAN RASA CINTA TANAH AIR Sri Rizki Amalia; Maharani Izzatin; Alfian Mucti
Mathematics Education And Application Journal (META) Vol 1, No 1 (2019)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (693.883 KB) | DOI: 10.35334/meta.v1i1.845

Abstract

The purpose of this research was to produce the application of “Matbel Legenda” with computer based which was worthy as mathematics learning to grow the feeling of loving the homeland of VIII graders in SMP Negeri 7 Tarakan on Teorema Pythagoras materials. The type of this research was Research and Development (R D) which was conducted at SMP Negeri 7 Tarakan in class VIII. The development model used was ADDIE model. Overall, ADDIE model consists of 5 stages. The stages are started from Analysis, Design, Development, Implementation, and Evaluation. The development stage was conducted by making the learning media “Matbel Legenda”, validated by the content expert, learning design expert, language and culture expert, media expert, and the testing was conducted in 2 stages with small group test which consisted  of 6 students as the subjects and field test which consisted of 28 students as the subjects.The analysis showed that the learning media “Matbel Legenda” which was developed based on the validation of content expert got average score of 3,5 with very good category, the learning design expert got average score of 3,4 with very good category, the language and culture expert got average score of 3,8 with very good category, and the media expert got average score of 3,4 with very good category.  Furthermore,  the  result  from  field  test  for  “Matbel  Legenda”  had fulfilled the requirements as a product that was easy to operate, easy to learn, and has attractive appearance. The “Matbel Legenda” learning media based on computer to grow the students’ feeling of loving the homeland has an analysis result as Normalized gain of 0,6 with medium category.  Because of that, the “Matbel Legenda” learning media was worthy to be used as additional learning media to grow the feeling of loving the homeland of VIII graders in SMP Negeri 7 Tarakan.
IDENTIFIKASI KESULITAN BELAJAR SISWA PADA OPERASI HITUNG BILANGAN DALAM MENYELESAIKAN SOAL CERITA SMPN 2 TANJUNG PALAS Ardiansyah Ardiansyah; Hariaty Hamid; Alfian Mucti
Mathematics Education And Application Journal (META) Vol 1, No 1 (2019)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (473.487 KB) | DOI: 10.35334/meta.v1i1.836

Abstract

This study aims to find out how much percentage of each student's learning difficulties at number operations in solving the story problems in class VIII of Tanjung Palas State Middle School 2. This research was conducted in the odd semester of 2018/2019.This type of research is quantitative. The sampling technique used by Nonprobability Sampling with the type of Purposive Sampling sampling technique is the determination of samples with certain considerations, where the number of students sampled is 26 students. The results showed that the student learning difficulties with the highest percentage average score for students of Tanjung Palas 2 Public Middle School were operating indicators of 38.72% with a high category, followed by a principle of 43.59%, with a high category of concepts with categories 48.46% high, and 62.05% facts with a low category.
Respons Siswa Terhadap Aplikasi "BANG SIKUNG" Berbasis Android Nursyam, Febriyani; Widyawati, Eka; Mucti, Alfian
Mathematics Education And Application Journal (META) Vol 4, No 1 (2022)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v4i1.2914

Abstract

Android-based media is one of the newest types of media that utilizes technology in learning. To find out whether the media used is good or not in learning, student responses are needed. Therefore, this study was intended to determine student responses to the "BANG SIKUNG" application. The type of research is descriptive research with a quantitative approach. Student responses came from a sample of 15 students from class IX-7 with a sampling technique using purposive sampling. The instrument used is a questionnaire that has been validated by previous researchers with a total of 17 statements. The analysis was carried out using data categorization techniques. The results showed that the average student response was 92.25 in the "Very Good" category. Thus, the "BANG SIKUNG" application received a positive response from students.Keywords: Learning Media, Student Response, BANG SIKUNGMedia berbasis android merupakan salah satu jenis media terbaru yang memanfaatkan teknologi dalam pembelajaran. Untuk mengetahui media yang digunakan baik atau tidak dalam pembelajaran, diperlukan respon siswa. Oleh sebab itu, penelitian ini dimaksudkan untuk mengetahui respon siswa terhadap aplikasi “BANG SIKUNG”. Jenis penelitian yaitu penelitian deskriptif dengan pendekatan kuantitatif. Respon siswa berasal dari sampel sebanyak 15 siswa dari kelas IX-7 dengan teknik sampling menggunakan purposive sampling. Instrumen yang digunakan berupa angket yang telah divaliditas oleh peneliti sebelumnya dengan jumlah pernyataan sebanyak 17 butir. Analisis dilakukan dengan menggunakan Teknik kategorisasi data. Hasil penelitian menunjukkan rata-rata respon siswa sebesar 92.25 degan kategori “Sangat Baik”. Dengan demikian, apliaksi “BANG SIKUNG” memperoleh respon positif dari siswa.Kata kunci: Media Pembelajaran, Respon Siswa, BANG SIKUNG