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Journal : INNOVATION RESEARCH JOURNAL

Program ODOPOS ( One Day One Problem One Solution) In Realistic Mathematics-Based Online Diah Sulistiyowati; Nur Fauziyah; Fatimatul Khikmiyah
INNOVATION RESEARCH JOURNAL Vol 1 No 2 (2020)
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/innovation.v1i2.1916

Abstract

ABSTRAK The purpose of this research is to develop ODOPOS (one day one problem one solution) program in realistic mathematic that is based online. By application of realistic mathematics is expected to have students the ability to understand mathematics in real life. The sample of this study is 33 students at V grade of Elementary School of Muhammadiyah Manyar at 2019-2020 academic years. The research instrument is a pretest-posttest test and student response questionnaire sheet. Result of the study: (1) Development of ODOPOS (one day one problem one solution) program in realistic mathematic based online is: (a) Analyze stage, includes analysis of student characteristics and material analysis (b) Design stage, there is a use case diagram that is: home, profile, log in, summary and examples of problems, exercises, scores and class progress (c) Development stage is developing the ODOPOS program design based on the use case diagram. (d) Implementation stage, is the result of the development ODOPOS program being applied in learning for one week (e) evaluation stage, is giving a pretest-posttest test and student questionnaire response sheet (2) there is an increase in student achievement 84 , 84%. The students get an n-gain score of 0.7 for the high category from the use of the ODOPOS (one day one problem one solution) program. (3) Students responses to the ODOPOS program, based on the content criteria, the result is 93.49% or very feasible
Development of Interactive Learning Media Flip-Book Using Kvisoft Flipbook Maker Based on Local Culture Arts Reni Ariska Putri; Sri Uchtiawati; Nur Fauziyah; Syaiful Huda
INNOVATION RESEARCH JOURNAL Vol 1 No 1 (2020)
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/innovation.v1i1.1442

Abstract

Development of interactive learning media flip book using Kvisoft flipbook maker based on local culture and art is one way to utilize technology education in the form of software kvisoft flipbook maker which is integrated with local cultural arts and produced a development product in the form of learning media for mathematics flip book. The purpose of this study was to determine the process of developing flip book learning media and the effectiveness of learning media flip book in the learning process in class. The subjects in this study were 30 students consisting of 16 men and 14 women in rade VII junior high school in Indonesia. The development model in this study uses the 4D model which consists of the stages of define, design, develop, and disseminate. The development process in this study starts from the stage define by conducting initial initial analysis, student analysis, taskanalysis, concept analysis, and learning objective specifications; the next stage is the stage design by conducting a benchmark reference test, media selection, format, and initial media design; the next stage is the stage develop by conducting expert validation and development testing; and the last stage is the stage disseminate by packaging media and distributing media in the same school scope with different classes. The development of this learning media flip book can be an alternative choice in the use of mathematics learning media, especially in social arithmetic material.