Lilis Diah Kusumawati
Universitas Negeri Yogyakarta

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Peningkatan Kreativitas Pemecahan Masalah melalui Metode Team Product pada Mahasiswa PGSD Universitas Sarjanawiyata Tamansiswa Lilis Diah Kusumawati; Christina Ismaniati; Trisniawati Trisniawati
UNION: Jurnal Ilmiah Pendidikan Matematika Vol 7 No 1 (2019)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (188.437 KB) | DOI: 10.30738/union.v6i3.2948

Abstract

The purpose of this study is to improve the creativity of problem solving through the method of team product on the 2nd grade students Prodi S1 PGSD University Sarjanawiyata Tamansiswa (UST). Classroom action research is conducted in two cycles, and each cycle has two meetings with planning, action, observation and reflection. Data collection using test and nontest techniques. Data were analyzed using quantitative and qualitative descriptive statistical analysis. The results showed that compared with pretest result before using team product method and after use of team product method, there is an increase of learning result from pretest to posttest of cycle I as much as 4% then increase 4% again in cycle II. Overall for the average pretest is 70.5 then the posttest average value after the action done on the first cycle that is equal to 75.1 and continues to increase to 78.8 in cycle II.
KELAYAKAN MULTIMEDIA PEMBELAJARAN INTERAKTIF DALAM MEMOTIVASI SISWA BELAJAR MATEMATIKA Lilis Diah Kusumawati; nFn Sugito; Ali Mustadi
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 1 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n1.p31--51

Abstract

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4. AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.