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Pengembangan Media Pembelajaran Berbasis Android pada Materi Barisan dan Deret di Kelas X Linggi, Adrianty Tana Pappang; Hulukati, Evi; Mohidin, Abdul Djabar; Abdullah, Abdul Wahab
Digital Transformation Technology Vol. 4 No. 2 (2024): Periode September 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i2.5249

Abstract

Penelitian ini dibuat untuk mengembangkan media pembelajaran berbasis aplikasi dan mengetahui uji validasi, praktis dan efektifitas media pembelajaran berbasis aplikasi yang  dikembangkan. Metode penelitian yang digunakan adalah Research and Development  (R&D) dengan model pengembangan PLOMP yaitu investigasi awal, desain, realisasi/konstruksi, tes evaluasi dan revisi, dan yang terakhir implementasi. Dengan subjek penelitian yang telah dilakukan kepada siswa kelas X SMKN 1 Boalemo. Data dikumpulkan dengan menggunkaan uji validitas, uji praktikalitas dan uji efektivitas berupa kuisioner dari ahli media, ahli manteri dan respon peserta didik. Hasil penilitian yang diperoleh menunjukan bahwa hasil ui validitas dari 3 ahli media yaitu 3,25% (valid), penilaian 3 ahli materi 3,64% (sangat valid), selain itu hasil penilaian dari 6 siswa memiliki nilai praktikalitas 85,5% (sangat praktis) dan hasil uji keterbatasan sebesar 91% (sangat efektif). Hal tersebut dapat dikatakan bahwa media pembelajaran berbasis aplikasi dapat dikembangkan dan diaplikasikan dalam mata pelajaran.
The Implementation of Canva-Assisted Team Games Tournament Model to Improve Students’ Mathematics Learning Outcomes Dani, Sesliyanti; Abdullah, Abdul Wahab; Irfah, Auli
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 9 No. 1 (2026): VOLUME 9 NUMBER 1, MARCH 2026
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v9i1.30450

Abstract

This study aims to improve students' mathematics learning outcomes on sequences and series material through the Teams Games Tournament (TGT) cooperative model assisted by Canva. The research involved 21 students from class X-A at SMA Negeri 1 Pinolosian during the 2024-2025 academic year. Using Classroom Action Research (CAR) conducted in two cycles, each stage included planning, acting, observing, and reflecting. The results showed significant improvements in both process and output. Teacher activity progressed from 'Fair' (C) in Cycle I to 'Good' (B) or 'Excellent' (SB) in Cycle II. Similarly, student activity improved from the 'Fair' category to 'Excellent' as enthusiasm and collaboration increased through Canva’s visual media and healthy competition. Most notably, students' classical mastery jumped from only 43% in Cycle I to 90% in Cycle II, successfully surpassing the 80% success indicator. The integration of Canva helped visualize abstract concepts, while the TGT tournament element effectively boosted student motivation and teamwork. It can be concluded that the TGT model assisted by Canva is an effective strategy to enhance mathematics learning outcomes for tenth-grade students.