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Adobe Flash-based Edutainment Media: is it suitable for learning math? Indah Sari, Tri Hariyati Nur Indah Sari; Lestari, Wiwit Damayanti
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 1 No. 1 (2023): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v1i1.2318

Abstract

Since information and communication technology (ICT) is developing so fast in today's digital era, it is important to create learning materials that can be accessed through various digital devices. The purpose of this research is to create edutainment media that can be applied for arithmetic learning. This research uses the Borg and Gall (R&D) development model which is limited to several stages. These stages are: a) information gathering; b) planning; c) product manufacturing; and d) validation and testing. The questionnaire was the research instrument. A total of 34 students who were the test subjects as well as material and media validators were sent questionnaires. Descriptive quantitative analysis was used for data analysis. Validation of Adobe Flash-based math learning media by material experts resulted in an overall score of 78.7%, including the criteria of "Eligible". Based on the results of media expert validation, the "Appropriate" criteria were met with a percentage of 76.54% of the total score. In line with the findings from student responses, the overall score is 81.21%, which is in the "Very Feasible" criteria. Based on the results of this study, Adobe Flash is an alternative that can be used to create entertaining learning media for mathematics education.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT) BERBANTUAN KUIS INTERAKTIF GOOGLE FORM TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA Nabilah, Barikatun; Ismunandar, Denni; Lestari, Wiwit Damayanti
SIGMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 16 No. 1: Juni 2024
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/sigma.v16i1.14718

Abstract

Berdasarkan pengalaman peneliti selama kegiatan Program Pengalaman Lapangan (PPL) di SMA Negeri 1 Lohbener, kemampuan siswa dalam menyelesaikan permasalahan belum optimal terutama ketika diberikan permasalahan kontekstual. Hal ini berdampak hasil belajar siswa menjadi rendah. Selain itu, penyampaian materi masih menggunakan metode ceramah belum mengkombinasikan dengan model pembelajaran kooperatif dan evaluasi pembelajaran belum mengkombinasikan dengan media kuis interaktif. Tujuan dalam penelitian ini adalah untuk mengetahui kemampuan pemecahan masalah matematis siswa setelah penerapan model TGT berbantuan kuis interaktif Google Form. Dalam penelitian ini menggunakan metode penelitian kuantitatif dengan pendekatan efektivitas perlakuan. Penelitian ini dilaksanakan di SMA NEGERI 1 Lohbener. Subjek dari penelitian ini adalah siswa kelas X-C yang berjumlah 36 siswa. Data utama yang dikumpulkan adalah data variabel kemampuan pemecahan masalah matematis. Untuk mengumpulkan data tersebut, peneliti menggunakan instrumen berupa tes. Berdasarkan hasil analisis data pada uji one sample test, didapatkan nilai signifikansi bahwa nilai sig = 0,909 > 0,05 maka H0 diterima. Dengan demikian penggunaan model TGT berbantuan kuis interaktif google form tidak efektif terhadap kemampuan pemecahan masalah matematis.
PENGEMBANGAN GAME MONOPOLI BERBASIS RME UNTUK MENINGKATKAN KEMAMPUAN KONEKSI MATEMATIS DAN MINAT BELAJAR SISWA PADA MATERI BARISAN ARITMATIKA Nandang, Nandang; Lestari, Wiwit Damayanti; Fikri, Hidayatul
SIGMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 16 No. 2: Desember 2024
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/sigma.v16i2.15929

Abstract

Penelitian ini bertujuan mengembangkan media game monopoli berbasis Realistic Mathematics Education untuk meningkatkan kemampuan koneksi matematis dan minat belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode penelitian pengembangan dengan model pengembagan 4-D. Analisis data yang digunakan dalam penelitian ini adalah menggunakan atlast-I, uji aiken v, dan Uji t satu sampel. Berdasarkan hasil analisis data penelitian, proses pengembangan media game monopoli berbasis Realistic Mathematics Education, hasil uji validasi menunjukkan bahwa semua butir dinyatakan valid, rerata dari semua butir adalah 0,88, nilai V > 0,8 artinya sangat valid. Hal tersebut dapat dinyatakan bahwa media game monopoli berbasis Realistic Mathematics Education layak untuk digunakan. Berdasarkan uji efektivitas media melalui tes kemampuan koneksi matematis siswa menggunakan uji t satu sampel diperoleh tobs = 1,550 dan tk = 0,182. Karena tobs > tk artinya media game monopoli berbasis Realistic Mathematics Education dapat meningkatkan kemampuan koneksi matematis siswa pada materi barisan aritmatika. Selanjutnya uji efektivitas media melalui angket minat belajar siswa menggunakan uji t satu sampel diperoleh tobs = 1,675 dan tk = 0,155. Karena tobs > tk artinya media game monopoli berbasis Realistic Mathematics Education dapat meningkatkan minat belajar siswa pada materi barisan aritmatika. Sehingga pengembangan media game monopoli berbasis Realistic Mathematics Education dapat meningkatkan kemampuan koneksi matematis dan minat belajar siswa.
Design Of A Vector Teaching Module For High School In The Independent Curriculum Based On Problem-Based Learning Integration Numeracy Ability Panuli, Ari; Nandang, Nandang; Mulyana, Diki; Lestari, Wiwit Damayanti
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 10 No. 4 (2025): Mathline : Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v10i4.949

Abstract

The purpose of this research was to design a high school vector learning module within the Independent Curriculum based on Problem-Based Learning (PBL) integrating numeracy skills with valid and practical criteria. This research was R&D (Research and Development), and the research model used was ADDIE (analysis, design, development, implementation, and evaluation). Data collection used validation instruments and questionnaires. The module was validated by five expert validators, and its practicality was piloted by two teachers and 15 students. Based on the research results, the PBL-based learning module design integrating numeracy skills was declared highly valid with an average validity percentage of 76% and met the criteria for highly practical with an average practicality percentage of 89%. The research concluded that the PBL-based learning module design met the criteria for highly valid and practical, making it suitable for use in the 10th-grade high school mathematics learning process for vectors.