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The effectiveness game-based learning approach in improving problem-solving skills and learning motivation Nur Anisa Dika Maharani; Andriyani
Journal of diversity in learning (JDIL) Vol. 2 No. 2 (2022): Vol. 2 No. 2 August 2022
Publisher : PPPM STKIP PGRI Lamongan

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Abstract

This study aimed to determine the effectiveness of the problem-based learning model with a game-based learning approach in improving problem-solving skills and motivation to learn statistics at SMKN 5 Yogyakarta. The type of research used is classroom action research, carried out in two cycles, and each cycle goes through the stages of planning, implementation, observation, and reflection. Data collection techniques in this study used problem-solving skills tests, activity observations, and questionnaires to measure students' learning motivation. The sample of this research was 22 students of class X-A, Department of Batik and Textile Creative Craft, carried out for one month. The results showed an increase in the average problem-solving skills of students in the initial conditions, Cycles I and II, respectively, namely 13.43; 64.95; and 78.35. Meanwhile, the average score of students' learning motivation has increased from the initial conditions, Cycles I to II, respectively, namely 82.86 (medium category); 91.05 (high category); and 104.95 (very high category). From the results of this study, it can be concluded that the problem-based learning model with a game-based learning approach effectively improves problem-solving skills and student motivation in statistics material.
Implementasi Model Problem Based Learning Berpendekatan Saintifik dalam Meningkatkan Kemampuan Pemecahan masalah dan Motivasi Belajar Materi Peluang kelas XII SMA Sitti Sastriana Bada; Andriyani
Jurnal Multidisiplin Madani Vol. 2 No. 7 (2022): July 2022
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/mudima.v2i7.733

Abstract

The research objective is to improve problem-solving skills and learning motivation with the Problem Based Learning based on the scientific approach to probability material in grade XII. This type of research is classroom action research with two cycles, with each cycle containing four stages: planning, implementation, observation, and reflection. The data collection used a problem-solving ability test and a learning motivation questionnaire. The research sample is students of grade XII MIA 1 SMA Negeri 1 Tikep. From the research results in the first cycle, the average value of problem-solving abilities increased by 8.22, from 58.21 to 66.43. Then continued improvement in cycle II, with the average value of problem-solving ability increased by 16.97, from 65.71 to 82.68. While the learning motivation questionnaire results show an improvement in students' average response of 28%, from 59% to 87%. Based on the research, it can be concluded that the Problem Based Learning model can improve problem-solving abilities and student motivation.
Developing Electronic Student Worksheet of a Plane Solid Figure Based on Guided Inquiry for Junior High School Students andriyani andriyani; Hesti Wulandari
International Journal on Emerging Mathematics Education IJEME, Vol. 6 No. 2, September 2022
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/ijeme.v6i2.23465

Abstract

In complete, this research aims to produce electronic student worksheets that are valid, practical, and effective in learning material of a plane solid figure at SMP Negeri 2 Bengkulu. This research is part of the comprehensive research that only focuses on producing valid and practical electronic student worksheets based on guided inquiry learning in plane shapes. Validity is based on the assessment of material experts and media experts on the feasibility of the material content and the media side. At the same time, practicality is measured by the utilization of electronic student worksheets during learning. This research includes development research using the ADDIE model, which contains five cyclic stages, namely (1) analysis, (2) design phase, (3) development, (4) implementation, and (5) evaluation. The analysis results show a need for students for guided inquiry-based electronic worksheets by adjusting the characteristics of students whose critical thinking skills are still low. In the design, the researcher designs the product according to the analysis results, which continues with the development stage to realize the product design at the previous stage becomes the prototype. At this stage, experts also carried out validity testing and product practicality testing at the implementation stage to obtain valid and practical electronic student worksheets based on guided inquiry learning, with evaluation stages carried out at each stage.
Development of Augmented Reality Media Based On Cybernetic Learning Theory to Stimulate Spatial Abilities Andriyani Andriyani; Joko Lianto Buliali; Yudhiakto Pramudya
Journal of ICSAR Vol 6, No 2 (2022): July
Publisher : Department of Special Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um005v6i22022p151

Abstract

Hearing impairment students have limited vocabulary and have difficulty understanding abstract terms, which affects learning the concept of a plane solid figure that they know at school. Deaf students tend to have difficulty perceiving objects from a certain point of view and understanding the relationship between these objects in a particular space. These difficulties affect students' spatial abilities and require special handling in the form of learning-oriented to the learning process, not learning outcomes. The learning process itself can be determined by information systems such as the basis of cybernetic theory and supported by information technology-based interactive learning media. Therefore, this study aims to develop augmented reality media based on cybernetic learning theory to stimulate valid and practical spatial abilities of deaf students. The research and development model carried out in this study is the Borg and Gall model, which has systematic and descriptive steps for practical problems in teaching through applied research. Researchers collected data through validation questionnaires and student response questionnaires. Data analysis was carried out qualitatively and quantitatively. The augmented reality media developed here can be said to meet the criteria of validity and practicality based on the results of the product feasibility test. This media has also proven to be a solution in helping teachers to stimulate the spatial abilities of deaf students through a meaningful learning process determined by a technology-assisted information system