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Self-Regulated Learning dan Motivasi Belajar dalam Pembelajaran Matematika Secara Online: Systematic Literature Review Veni Saputri; Dadang Juandi; Sari Herlina; Vita Nova Anwar
ANARGYA: Jurnal Ilmiah Pendidikan Matematika Vol 5, No 1 (2022)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/anargya.v5i1.7208

Abstract

This research aims to explore and create synthesis about Self-Regulated Learning (SRL) and learning motivation in online learning. There is some research related to SRL and learning motivation as well as its impact on students' academic achievement in math learning. The search for relevant data base was conducted in a study published from 2015 to 2021 that examined SRL and learning motivation, especially in the field of mathematics education. The search strategy is done systematically by reviewing articles that have been published on the databases OF ERIC, Scopus, PubMed, Science Direct, and Google Scholar.  Based on the results of a systematic review of the literature, it was produced that SRL and motivation learning are important predictors in online math learning. In addition, SRL and learning motivation have a positive and significant influence on students' academic achievement. As for efforts to improve SRL and student learning motivation in learning can be done by applying learning that can help students develop positive values and realistic expectations for success in mathematics
DEVELOPMENT OF EDUCATIONAL GAME-BASEDLEARNING MEDIA BYCONSTRUCT2 Melati Khairunnisya; Sari Herlina; Lilis Marina Angraini; Suripah
Mathematics Research and Education Journal Vol. 5 No. 2 (2021): October
Publisher : UIR PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (618.107 KB) | DOI: 10.25299/mrej.2021.vol5(2).7561

Abstract

Penelitian ini bertujuan untuk mengetahui hasil validitas dan kepraktisan produk hasil pengembangan media pembelajaran berbasis game edukasi dengan construct 2. Media pembelajaran yang dikembangkan merupakan media pembelajaran interaktif sehingga dapat meningkatkan antusias peserta didik dalam proses pembelajaran. Media pembelajaran ini bisa digunakan dalam proses pembelajaran tatap muka maupun pembelajaran daring selama masa pandemi Covid-19. Penelitian ini merupakan penelitian pengembangan yang mengacu pada model ADDIE, yang terdiri dari 5 tahap yaitu Analyze, Design, Develop, Implement, dan Evaluate. Instrumen penelitian yang digunakan yaitu lembar angket validasi, angket respon guru dan angket respon peserta didik. Pengumpulan data menggunakan skala likert. Objek penelitian ini berupa media pembelajaran dengan construct 2 pada materi bangun ruang sisi datar kelas VIII Sekolah Menengah Pertama atau Sederajat. Media diuji cobakan kepada 25 peserta didik kelas VIII di SMP Babussalam Pekanbaru. Data validasi dan data kepraktisan yang diperoleh dianalisis dengan cara menentukan nilai rata-rata setiap instrumen. Rata-rata nilai validasi yang diperoleh yaitu 91,86% dengan kategori sangat valid. Rata-rata nilai angket respon guru yaitu 100% dengan kategori sangat praktis dan nilai rata-rata angket respon peserta didik adalah 84,27% dengan kategori sangat praktis. Dengan demikian, dapat disimpulkan bahwa media pembelajaran berbasis game edukasi dengan construct 2 teruji kevalidan dan kepraktisannya.
PENDAMPINGAN PEMANFAATAN APLIKASI KAHOOT DAN QUIZIZZ DALAM PEMBELAJARAN DI SMPN 37 PEKANBARU Vita Nova Anwar; Sari Herlina; Dadang Juandi
Kanigara Vol 3 No 1 (2023): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v3i1.6864

Abstract

Kahoot and Quizizz are learning platforms that can be used to view student knowledge based on games. This application can be used as an ice breaker to raise student interest in learning. Quizizz and Kahoot applications can be used for all lessons. So that this mentoring activity aims to make teachers at SMPN 37 Pekanbaru able to take advantage of the Quizizz and Kahoot applications in learning so as to create a learning environment that attracts students' interest in learning and is able to make meaningful assessments for students. The implementation method begins with the delivery of material in a classical manner, followed by a question and answer session and mentoring in making quizzes through the kahoot and quizizz applications that are adapted to the material that the teacher is capable of. As a result of this service activity, teachers at SMPN 37 Pekanbaru as training participants have received assistance in using the Kahoot and Quizizz applications in learning. In this training the teachers have made quizzes and exercises using the Kahoot and Quizizz applications to be tested in their respective classes. In this training, teachers are very interested in preparing interactive technology-based learning tools.