Claim Missing Document
Check
Articles

Pengembangan Modul Ajar Interaktif Berbasis Differentiated Instruction Untuk Mengakomodasi Keberagaman Kemampuan Pemecahan Masalah Matematis Siswa Zahra Mahdiyyah; Yudi Darma; Rahman Haryadi
Walada: Journal of Primary Education Vol. 5 No. 2 (2026): Walada : Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i2.790

Abstract

Mathematics learning in schools still faces obstacles in the form of diversity in students' mathematical problem-solving abilities that have not been optimally accommodated in the learning process. This study aims to develop an Interactive Teaching Module based on Differentiated Instruction for geometry material for seventh-grade students at MTs Mujahidin Pontianak and to determine its level of validity, practicality, and effectiveness. The study used the Research and Development method with a 4D development model modified into 3D, including the define, design, and develop stages. The research subjects consisted of four expert validators and 30 seventh-grade students as trial subjects. Data were collected through validation sheets, teacher and student response questionnaires, and mathematical problem-solving ability tests. The results showed that the module obtained a very valid category with an average of 94.7%; very practical, based on teacher responses of 93.33% and students of 85.58%; and effective, with an average posttest of 71.67 and learning completeness of 66.67%. The research findings show that the Interactive Teaching Module based on Differentiated Instruction is suitable for supporting adaptive, interactive mathematics learning and is oriented towards developing students' mathematical problem-solving abilities in line with diverse learning abilities.
Ethno-mathematic Design in Statistical Analysis Content (Numeracy Literacy Development Study) Wandra Irvandi; Yudi Darma
Riemann: Research of Mathematics and Mathematics Education Vol. 6 No. 2 (2024): EDISI AGUSTUS
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/ynqfjt10

Abstract

The mathematics learning process can be carried out by using and utilizing social phenomena, culture, and other aspects. In the past and currently, mathematics has developed in culture and society, even integrating culture with mathematics. Therefore, it is necessary to involve existing phenomena to overcome various existing problems, including mathematical problems. Therefore, it is necessary to teach mathematics in schools by depicting the context of the origin of mathematical ideas by utilizing culture so that it becomes meaningful learning for students, in this case called ethnomathematics. This short article tries to examine Ethnomathematics Design. In Statistical Analysis Content (Numeracy Literacy Development Study). The method used in this research is ethnography with a qualitative approach. The research results show that the development of ethnomathematics design can go through the definition stage to the initial development stage. From this development stage, an ethnomathematics design in statistical analysis content was produced. The design of ethnomathematics in statistical analysis content is a must-see for the philosophical value of ethnomathematics in its development.
The Role of H5P-Based Interactive Media in The Mathematics Learning Process Wandra Irvandi; Yudi Darma
Riemann: Research of Mathematics and Mathematics Education Vol. 7 No. 2 (2025): EDISI AGUSTUS
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/reimann.v7i2.101

Abstract

Educational transformation in the digital era utilizes various technologies to improve the quality of learning and provide innovative learning experiences. This use of technology not only changes the way we learn and teach but also creates a more adaptive and responsive educational environment in the digital era. This study focuses on the integration of interactive media based on H5P to improve mathematical problem-solving skills. The research method used a literature review to examine the relationship between technology and mathematical problem-solving skills. The results show that interactive media based on H5P can be utilized to make learning more innovative. The media meets the criteria of validity, practicality, and effectiveness, making it suitable for use in the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DALAM MATERI PERANGKAT KERAS KOMPUTER TERHADAP PEMAHAMAN KONSEP SISWA KELAS VII DI SMPN 15 PONTIANAK Fajar Firdiansyah; Yudi Darma; Chandra Lesmana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13097

Abstract

This study is motivated by the low conceptual understanding of students in computer hardware material due to the limited use of interactive learning media. Students often face difficulties in visualizing computer components such as CPU, RAM, and motherboard. Therefore, this research aims to develop and determine the feasibility of Augmented Reality (AR)-based learning media to improve students' conceptual understanding. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects of this study included material experts, media experts, teachers, and students of class VII at SMPN 15 Pontianak. Data collection techniques used questionnaires, interviews, and documentation, while data analysis was conducted using descriptive quantitative methods. The results showed that the AR-based learning media developed was categorized as very feasible. This is evidenced by the validation results from material and media experts, which fall into the very valid category, as well as positive responses from teachers and students indicating that the media is very practical. In addition, the effectiveness test results showed an improvement in students' conceptual understanding after using the media. Thus, AR-based learning media is appropriate to be used as an innovative and interactive alternative learning media to enhance students' understanding of computer hardware concepts.
Pengembangan Video Pembelajaran Berbasis Karakter Dalam Materi Operasi Bilangan Bulat Pada Siswa Kelas VII SMP Bina Bangsa Meliau Viktoria Farida; Reni Astuti; Yudi Darma
Madani: Jurnal Ilmiah Multidisiplin Vol 4, No 6 (2026): July 2026
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.21560346

Abstract

This study aims to develop a character-based instructional video on the topic of Integer Operations for seventh-grade students at Bina Bangsa Meliau Junior High School and to determine the validity, practicality, and effectiveness of the developed learning media. The instructional video was designed to enhance students' understanding of mathematical concepts while simultaneously fostering character values such as religiosity, honesty, hard work, and curiosity. This study employed a Research and Development (R&D) approach using the Borg and Gall development model, which was modified into seven stages: identifying potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. The validation process involved two media experts and two subject matter experts, while the product trial was conducted with 24 seventh-grade students at Bina Bangsa Meliau Junior High School. Data were collected through expert validation questionnaires, student response questionnaires, and learning achievement tests. The data were analyzed descriptively using percentages to determine the validity, practicality, and effectiveness of the developed product. The results showed that the character-based instructional video met the criteria of being highly valid, with validation scores of 90.00% from media experts and 84.62% from subject matter experts. The practicality test yielded an average score of 92.41%, indicating that the video was highly practical. Furthermore, the effectiveness test demonstrated an improvement in students' learning outcomes, as reflected by an average achievement score of 77.34 and an increase in classical learning mastery from 25.00% to 87.50%, exceeding the predetermined standard for classical mastery.