ARDIANA, NUNIK
Unknown Affiliation

Published : 15 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 15 Documents
Search

Pengembangan Media Pembelajaran Matematika Menggunakan Animasi Powtoon Berbasis Kemampuan Pemecahan Masalah Elindra, Rahmatika; Ardiana, Nunik; Sari, Cindi Artika
JURNAL MathEdu (Mathematic Education Journal) Vol 8 No 2 (2025): JURNAL MathEdu (Mathematic Education Journal) Juli 2025
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v8i2.7131

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran matematika menggunakan animasi Powtoon berbasis kemampuan pemecahan masalah di kelas VII SMP Negeri 2 Angkola Barat. Pendekatan penelitian adalah Research and Development (R&D) dengan menerapkan model ADDIE (Analysis, Design, Development, Implementation and Evaluation). Subjek dalam penelitian ini sebanyak 17 siswa kelas VII SMP Negeri 2 Anngkola Barat. Instrumen penelitian yang digunakan adalah 1) lembar angket validasi oleh ahli untuk melihat kevalidan produk yang dikembangkan yang meliputi ahli media, ahli materi, dan ahli bahasa, 2) angket respon siswa untuk melihat kepraktisan produk, dan 3) lembar tes untuk menguji keefektifan produk yang dikembangkan berdasarkan kemmapuan pemecahan masalah. Hasil penelitian menunjukkan 1) validitas produk adalah 78,5% (kategori cukup), 2) kepraktisan produk adalah 90% (kategori sangat praktis), dan keefektifan produk adalah 93,15% (kategori sangat efektif).
Pengembangan E-Modul Berbantuan Flipbook Maker untuk Membangun Kemampuan Pemahaman Konsep Siswa di SMK Negeri 4 Padangsidimpuan Ardiana, Nunik; Elindra, Rahmatika; Siagian, Elida Khairani Annur
JURNAL MathEdu (Mathematic Education Journal) Vol 8 No 2 (2025): JURNAL MathEdu (Mathematic Education Journal) Juli 2025
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v8i2.7153

Abstract

Abstract This study aimed to know the Validity, Effectiveness and Practicality of the development of E-Modules assisted by Flipbook Makers in building students’ mathematical concept understanding abilities at SMK Negeri 4 Padangsidimpuan by using the R&D method. The research used the ADDIE design which has 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects involved in this study were 17 students at the tenth grade students of DKV 1 at SMK Negeri 4 Padangsidimpuan. The results of this study indicated the validity of the development of E-Modules assisted by flipbook makers from the three expert lecturers as validators who assessed the aspects of media, materials, and language. The conclusion obtained from this research and development was the validation result from the three validators of 90.5 (very valid category) while the effectiveness of using the module was obtained from the results of the test analysis of students’ mathematical concept understanding abilities with a classical completeness percentage of 94% and the practicality of the product was obtained from the positive response of students as evidenced by filling out the questionnaire with a percentage of 95% (very valid category). It means that the development of e-modules assisted by flipbook makers was concluded to be valid, effective and practical in building students’ mathematical cconceptual understanding abilities at SMK Negeri 4 Padangsidimpuan.
Deep Learning dengan Pendekatan Kontekstual Terintegrasi Kearifan Lokal Tapanuli: Studi Validitas dalam Pengembangan Model Pembelajaran Ekonomi Sari, Erlina; Ardiana, Nunik; Ahmad, Marzuki
JPEK: Jurnal Pendidikan Ekonomi dan Kewirausahaan Vol 9 No 2 (2025): JPEK (Jurnal Pendidikan Ekonomi dan Kewirausahaan)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jpek.v9i2.31918

Abstract

This research is based on the era of digital transformation and the Industrial Revolution 4.0, which demands education that is adaptive to technology and involves a contextual approach integrated with local wisdom. The problem in this research is the implementation of economic learning, which tends to rely on conventional learning models and underutilise students' critical thinking skills. This study aims to develop a learning model that combines the Deep Learning model, the Contextual Approach, and Tapanuli Local Wisdom that can teach students critical thinking skills. However, at this stage, the discussion focuses on the validity of the learning model product. To achieve the research objectives, the Plomp model was used, which involved the stages of Preliminary Investigation, Design, Realization/Contruction, Test, Evaluation and Revision, and product revision through product validation by five validators. The results of the study indicate the need for a learning model product that integrates deep learning, the Contextual Approach, and Tapanuli Local Wisdom. Furthermore, the model book design was found to be valid and suitable for use, with only minor revisions required. The research conducted provides a conclusion that the Deep Learning learning model, integrated with a contextual approach and local wisdom, is worthy of being tested to teach students' critical thinking skills in economics.
PENGEMBANGAN E-LKPD BERBASIS GAME TRUTH OR DARE UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA KELAS XI-2 SMA NEGERI 8 PADANGSIDIMPUAN Ardiana, Nunik; Lubis, Roslian; Pasaribu, Dahlia
JURNAL MathEdu (Mathematic Education Journal) Vol 8 No 3: JURNAL MathEdu (Mathematic Education Journal) November 2025
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v8i3.7162

Abstract

The purpose of this study was to produce E-LKPD based on truth or dare game on trigonometry material of sine and cosine rules. This study used the ADDIE development model consisting of 5 phases, namely analysis, design, development, implementation and evaluation. However, research was conducted only the implementation phase. The subjects of this study were 27 students. Validity was obtained based on the validator's assessment. Practicality was obtained based on the results of observer observations of student activities. Effectiveness was obtained based on students' pretest and posttest scores. The results of the analysis of E-LKPD based on truth or dare game on trigonometry material of sine and cosine rules have a validity percentage of 87.91% with very valid criteria. The practicality of E-LKPD based on truth or dare game has a practicality percentage of 93.5%, with a very practical category. The effectiveness of E-LKPD based on truth or dare game is 81.134%, with very effective criteria. Conclusion of the research, the development of E-LKPD based on the truth or dare game was be valid, practical, and effective in applying trigonometry learning of the rules of sines and cosines for the eleventh grade students.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF DENGAN MENGGUNAKAN MODEL PEMBELAJARAN BRAIN BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS SISWA KELAS VIII SMP NEGERI 1 PADANGSIDIMPUAN Elindra, Rahmatika; Ardiana, Nunik; Hasibuan, Alda Maulina
JURNAL MathEdu (Mathematic Education Journal) Vol 8 No 3: JURNAL MathEdu (Mathematic Education Journal) November 2025
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v8i3.7187

Abstract

Penelitian ini bertujuan untuk mengetahui kevalidan, keefektifan dan kepraktisan dari pengembangan Media Pembelajaran Interaktif dengan Menggunakan Model Pembelajaran Brain Based Learning untuk meningkatkan Kemampuan Pemahaman Konsep matematis Siswa di SMP Negeri 1 Padangsidimpuan dengan menggunakan metode penelitian R&D. Desain penelitian yang digunakan dalam penelitian ini adalah desain 4D yang terdiri atas 4 tahapan pengembangan yaitu Define, Design, Development, and Disseminate. Subjek yang terlibat dalam penelitian ini adalah Siswa kelas VII1 di SMP Negeri 1 Padangsidimpuan, tepatnya dikelas VIII-7 sebanyak 30 orang. Hasil penelitian ini menunjukkan validatitas dari pengembangan Media Pembelajaran dari ketiga dosen ahli sebagai validator yang menilai dari aspek media, materi, dan bahasa yang kemudian dilakukan uji coba produk dengan melihat respon penggunaan produk dan hasil tes siswa berdasarkan kemampuan pemahaman konsep matematis siswa. Kesimpulan yang diperoleh dari penelitian dan pengembangan ini adalah hasil validasi dari ketiga validator memperoleh skor sebesar 93,29 dengan kategori "sangat valid" sedangkan efektivitas penggunaan modul diperoleh dari hasil analisis data tes kemampuan pemahaman konsep siswa dengan persentase ketuntasan klasikal sebesar 86,7% dan kepraktisan produk diperoleh dari respon positif siswa yang dibuktikan dari pengisian angket dengan perolehan nilai sebesar 93,37 atau berada pada kategori “sangat praktis”. Artinya, pengembangan Media Pembelajaran Interaktif dengan Menggunakan Model Brain Based Learning disimpulkan valid, efektif dan praktis dalam membangun kemampuan pemahaman konsep siswa VIII SMP negeri 1 Padangsidimpuan.