Dani Kusuma
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DEVELOPMENT AND COMPARISON OF MATHEMATIC MOBILE LEARNING BY USING EXELEARNING 2.0 PROGRAM AND MIT INVENTOR 2 Tri Nova Hasti Yunianta; Anissa Putri; Dani Kusuma
Jurnal Infinity Vol 8, No 1 (2019): Volume 8 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2235.472 KB) | DOI: 10.22460/infinity.v8i1.p43-56

Abstract

Mathematics mobile learning influences student learning outcomes. Making this application need skills and also the appropriate programs. The first goal in this study is to develop valid and effective mathematics mobile learning. The second goal in this study if using two different programs it would get the same or different results, is it different between the two applications made with different programs? This type of research is research and development (R & D). The first application research subjects were mathematics teachers and 8th grade students of Junior High School in Salatiga consisted of 28 students and the subjects in this study were divided into two, namely students in the 8G class who used the mobile learning application and who did not use it and this study was conducted in the second semester academic year 2014/2015. The second application research subject was 10th-grade students of Senior High School in Salatiga, consisted of 24 students. This research was conducted in the second semester of the academic year 2015/2016. The first application development model was using ASSURE Model and developed with ExeLearning program, while the second application used the ADDIE Model and developed with MIT Inventor 2 program. Data on learning outcomes were obtained by giving initial tests and final tests. Data were analyzed using N-gain enhancement test. The mathematics mobile learning application used the ExeLearning 2.0 program to obtain validation results with very good criteria for the display and material sections while for the improvement of student learning outcomes in the high category amounting to 0.7. The second mathematics mobile learning application obtained very good display validation results and for the material section in the good category, while the increase in learning outcomes obtained an increase in the high category which was 0.71. Both of these applications possessed differences and the characteristics of mobile learning applications also depend on which software is used. It has a unique impression of using the ExeLearning 2.0 application and MIT Inventor 2.
DEVELOPMENT AND COMPARISON OF MATHEMATIC MOBILE LEARNING BY USING EXELEARNING 2.0 PROGRAM AND MIT INVENTOR 2 Tri Nova Hasti Yunianta; Anissa Putri; Dani Kusuma
Jurnal Infinity Vol 8 No 1 (2019): Volume 8 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v8i1.p43-56

Abstract

Mathematics mobile learning influences student learning outcomes. Making this application need skills and also the appropriate programs. The first goal in this study is to develop valid and effective mathematics mobile learning. The second goal in this study if using two different programs it would get the same or different results, is it different between the two applications made with different programs? This type of research is research and development (R & D). The first application research subjects were mathematics teachers and 8th grade students of Junior High School in Salatiga consisted of 28 students and the subjects in this study were divided into two, namely students in the 8G class who used the mobile learning application and who did not use it and this study was conducted in the second semester academic year 2014/2015. The second application research subject was 10th-grade students of Senior High School in Salatiga, consisted of 24 students. This research was conducted in the second semester of the academic year 2015/2016. The first application development model was using ASSURE Model and developed with ExeLearning program, while the second application used the ADDIE Model and developed with MIT Inventor 2 program. Data on learning outcomes were obtained by giving initial tests and final tests. Data were analyzed using N-gain enhancement test. The mathematics mobile learning application used the ExeLearning 2.0 program to obtain validation results with very good criteria for the display and material sections while for the improvement of student learning outcomes in the high category amounting to 0.7. The second mathematics mobile learning application obtained very good display validation results and for the material section in the good category, while the increase in learning outcomes obtained an increase in the high category which was 0.71. Both of these applications possessed differences and the characteristics of mobile learning applications also depend on which software is used. It has a unique impression of using the ExeLearning 2.0 application and MIT Inventor 2.
Web-based Creative Learning and Information System for Rebranding Christian Schools Wahyudi; Dani Kusuma; Adi Winanto
Jurnal Pendidikan Indonesia Vol 13 No 2 (2024): June
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpiundiksha.v13i2.73855

Abstract

The decline in the number of prospective students entering private schools is due to weak school management, the quality of teacher human resources, and the declining reputation of the school. This research aims to rebrand the Christian school by providing a school management information system, a creative space for teachers and students as innovative learning resources and materials, and an open space for churches and parents. The subjects involved were 54 audiences. The data collection methods used were observation, documentation, and interviews. The instruments used are observation sheets, school data documentation guides, interview guides, expert assessment forms for the products developed, limited trial and broad trial assessment forms, and product implementation effectiveness tests with the T-Test one group design test. After the data was collected, it was analyzed using qualitative data analysis techniques. This research is a development research using 4D and ASSURE design. The results showed a significant difference in the average score of teacher creativity before and after using SIMaS-Rg. So, SIMaS-Rg Kreatif proved to be practical and effective. This research is expected to improve the quality of education in Christian schools and attract more students to enrol, thus supporting the revival and progress of Christian schools in this digital era.
Pengembangan Media Web Interaktif (Mathventure) Berbasis Google Sites untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Materi Perkalian Kelas III SD Ari Gunawan; Dani Kusuma
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 3 (2024): September : Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i3.2720

Abstract

This research aims to develop an interactive web learning media called Mathventure based on Google Sites, with a focus on improving the math problem solving skills of third grade elementary school students in multiplication material. The background of this research is driven by students' low understanding of the concept of multiplication and the lack of interesting and contextual learning media. The approach used in this research is the Research and Development (R&D) method with the ADDIE model involving five stages: analysis, design, development, implementation, and evaluation. The resulting product has been validated by material and media experts with excellent results. The pilot test was conducted in two elementary schools involving pretest, posttest, and student response questionnaire. The test results showed a significant increase in problem solving ability, with an N-Gain value of 0.6612, and a practicality level of 82%. This media is considered effective in creating learning that is fun, interactive, and able to motivate students in understanding the concept of multiplication. The implication of this research shows that web-based digital media can be an innovative solution to overcome math learning difficulties in elementary schools and has the potential to be further developed for other materials and levels.