Claim Missing Document
Check
Articles

Found 12 Documents
Search

PENGARUH MEANS ENDS ANALYSIS BERBASIS MEDIA KARTU KENDALI LITERASI DIGITAL TERHADAP KEMAMPUAN NUMERASI REPRESENTASI MATEMATIS SISWA SEKOLAH DASAR Rahmat, Acep Saepul
Jurnal Penelitian Kebijakan Pendidikan Vol 14 No 2 (2021)
Publisher : Pusat Standar dan Kebijakan Pendidikan, BSKAP, Kemendikbudristek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpkp.v14i2.534

Abstract

Students' difficulties in understanding mathematics subject matter during the COVID-19 pandemic were one of the challenges that arose in distance learning. Students did not understand the material substantively and holistically because of the limited space and time to study. Students also continuously showed difficulty in solving mathematical numeracy problems. Success in solving mathematical numeracy problems depends on the representations used. Model Means Ends Analysis (MEA) is a strategy to analyze a problem through various ways to achieve the desired end goal. In this study, MEA was supported by the application of Digital Literacy Card (KKLD) media by using powerpoint and geogebra applications. The purpose of this study was to determine the effect of the application of MEA based on the Digital Literacy Card (KKLD) media on the numeracy skill of mathematical representations. The research method used was a quantitative, quasi-experimental research design with the nonequivalent pre-test-post-test control group design. The population in this study were students of class V-A at SDN Kampung Bali 07 Pagi, amounting to 24 students as the experimental class and 24 students in class V-B SD Negeri Bendungan Hilir 05 as the control class. The instrument used was the rubric of mathematical representation numeracy skills. The average test results showed the post-test value of the experimental class is 80, and the control class is 64.17. The results of the test of the average difference of one sample in the experimental class showed an increase in the numerical ability of students' mathematical representation with the MEA model based on the Digital Literacy Card (KKLD) media and the test results of the difference in the mean of two samples on the post-test value showed that the mathematical representation ability of students who received the MEA model was better compared to students who received conventional learning. This proves that the MEA based on the Digital Literacy Card (KKLD) media has an effect on the numeracy skill of the mathematical representation of the fifth grade elementary school students.
GAMES BOOK SEBAGAI MEDIA PEMBELAJARAN AKTIF KOLABORATIF SISWA SEKOLAH DASAR Rahmat, Acep Saepul
Jurnal TEKNODIK Jurnal Teknodik Vol. 22 No. 2, Desember 2018
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (131.036 KB) | DOI: 10.32550/teknodik.v0i0.339

Abstract

Games Book is one of the learning media used by teachers in teaching the learning materials to students through the game. The game is inserted into a book in which there is a variation of game that makes studentsfeel interested and follow it up. Games Book provides a new alternative in active and collaborative learning to increase reading interest and reading activities, especially on Indonesian Language subject in Primary School. Based on the conducted research in Grade Five of the Public Primary School Karamatjaya, Games Book media turned out provide a positive stimulus to the activity and reading interest of students, especially on the material elements of intrinsic story. Based on the collected data, qualitatively and quantitatively, the average influence of the treatmet utilizing games book media on the students’ reading interest before and after treatment, showing a significant increase, from averagely 62.24% to 90.81%. Referring to the research result, there is an increase of reading activity and interest of the students, the students become more critical, independent, and able to develop interaction and cooperation with other students Games Book merupakan salah satu media pembelajaran yang digunakan guru dalam mengajarkan materi pelajaran kepada siswa melalui permainan. Permainan terselip di dalam sebuah buku yang berisikan variasi permainan yang memungkinkan siswa tertarik dan mengikutinya. Games Book memberikan alternatif baru dalam membelajarkan siswa secara aktif dan kolaboratif untuk meningkatkan minat dan aktivitas baca, khususnya pada mata pelajaran Bahasa Indonesia di Sekolah Dasar. Berdasarkan penelitian di kelas V SD Negeri Karamatjaya, media Games Book ternyata memberikan rangsangan positif terhadap aktivitas dan minat baca siswa terutama pada materi pelajaran tentang unsur unsur intrinsik cerita. Berdasarkan data yang dikumpulkan, kualitatif dan kuantitatif, didapatkan data rata-rata pengaruh perlakuan pemanfaatan media games book terhadap minat dan aktivitas baca siswa secara signifikan, yakni dari rata-rata 62,24% menjadi 90,81%. Merujuk pada data tersebut, tampaklah adanya peningkatan aktivitas dan minat baca, siswa lebih kritis, mandiri, dan mampu membangun interaksi dan kerjasama dengan siswa lain.