Claim Missing Document
Check
Articles

Found 18 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA MATERI BANGUN RUANG SISI DATAR Maman Sri Suganda; Syariful Fahmi
THETA: Jurnal Pendidikan Matematika Vol 2 No 2 (2020)
Publisher : LPPM-Universitas Muhammadiyah Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to produce Augmented Reality-based math learning media to help students overcome problems in learning mathematical material, especially on the material of a solid geometry that requires more visualization to understand it. This research uses the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Researchers carried out the implementation phase of students in class VIII G in SMP Negeri 1 Pleret Bantul. The instruments used by researchers are questionnaires for media experts, questionnaires for material experts and student questionnaire responses. The results of this research are researchers successfully to develop the learning media of build a solid geometry based on Augmented Reality in the form of applications that can be run through students' smartphones. From the research results obtained material assessment by material experts at 88.6%, media assessment by media experts at 95.3%, the response of test class students (five students) by 85.0%, the response of large class students get a percentage amounted to 78.6%, and the average percentage of all assessments was 86.9%. The percentage shows that the learning media that researchers have developed is very feasible to be used in helping students learn the material of build a solid geometry.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID UNTUK SMA KELAS X MATERI FUNGSI KOMPOSISI DAN FUNGSI INVERS Rastiwi Ayu Tantri; Syariful Fahmi
THETA: Jurnal Pendidikan Matematika Vol 2 No 2 (2020)
Publisher : LPPM-Universitas Muhammadiyah Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Smartphone yang belum dimanfaatkan secra maksimal dalam proses pembelajaran perlu dikembangkan. Media pembelajaran yang dapat membantu proses pembelajaran salah satunya adalah media pembelajaran matematika berbasis android. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE yaitu Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian ini adalah ahli materi, ahli media, dan siswa SMA Negeri 1 Pangkalan Kuras. Teknik pengumpulan data berupa wawancara, dan angket. Hasil penelitian menunjukkan bahwa secara keseluruhan mendapatkan kategori sangat baik dengan rata-rata 4,58 dengan masing-masing penilaian yaitu ahli materi diperoleh kategori sangat baik dengan rata-rata 4,93, ahli media diperoleh kategori sangat baik dengan rata-rata 4,78, hasil respon siswa pada uji coba kelompok kecil diperoleh kategori baik dengan rata-rata 4,21, dan hasil respon siswa pada uji lapangan diperoleh kategori sangat baik dengan rata-rata 4,39. Sehingga, dapat dinyatakan bahwa media pembelajaran matematika berbasis android untuk SMA kelas X materi Fungsi Komposisi dan Fungsi Invers layak digunakan oleh guru dalam pelaksanaan pembelajaran.
Android Learning Media Development to Improve Spatial Ability Syariful Fahmi; Widayati Widayati; Soffi Widyanesti Priwantoro
Phenomenon : Jurnal Pendidikan MIPA Vol 12, No 1 (2022): Jurnal Pendidikan MIPA
Publisher : Faculty of Science and Technology, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/phen.2022.12.1.10411

Abstract

The research aims to produce an interactive learning media. This research is included in the type of development research, using the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The software used in this interactive learning media is Adobe Flash CS 6 and Unity as the main software. The research was carried out at SMP Muhammadiyah 7 Yogyakarta with the subject of 31 students of class VIII C in the 2020/2021 academic year. The research data was obtained from the results of material validation questionnaires by material experts, media validation questionnaires by media experts, and student response questionnaires by students. The feasibility of this interactive learning media is obtained from the process of quantitative and qualitative data analysis. The product of this development research is in the form of mathematics learning software for class VIII that can be downloaded and operated on android-based mobile phones. Based on the results by material experts, media experts, and students , this product obtained an average feasibility score of 77; 118.5; and 78.87 with very good, very good, and good qualitative categories. Thus, the interactive learning media product that has been successfully developed is suitable for use in the mathematics learning process
DEVELOPMENT OF STUDENT WORKSHEET BASED ON CONTEXTUAL TEACHING AND LEARNING soffi widyanesti priwantoro; Citra Permata Sari; Syariful Fahmi; Widayati widayati
HISTOGRAM: Jurnal Pendidikan Matematika Vol 7, No 1 (2023): Histogram
Publisher : STKIP Andi Matappa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/histogram.v7i1.2615

Abstract

The students had difficulty in understanding comparative material in mathematics subject, especially its application in everyday life. In addition, there was no Contextual Teaching and Learning-Based Student Worksheet (LKPD) on comparative material. This research belonged to a development research that aimed to produce and determine the feasibility of Student Worksheet (LKPD) with CTL approach on comparative material. This research used Research and Development (R&D) method based on ADDIE model consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this research were material experts, media experts and students of SMP Muhammadiyah 9 Yogyakarta. Data collection instruments of this research were interview and questionnaire. The validation results by material experts obtained an average score of 139 with good criteria, while the validation results by media experts obtained an average score of 172 with very good criteria. Based on the results of student responses, it was obtained an average score of 61.32 with good criteria. Therefore, it can be concluded that the Contextual Teaching and Learning-Based Student Worksheet on comparative material was feasible to use.
MEDIA PEMBELAJARAN MATEMATIKA MATERI PELUANG BERBASIS ANDROID MENGGUNAKAN MIT APP INVENTOR Uluwatuz Zulfa; Syariful Fahmi; Soffi Widyanesti Priwantoro
AdMathEduSt: Jurnal Ilmiah Mahasiswa Pendidikan Matematika Vol 10, No 2 (2023)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/admathedust.v10i2.26363

Abstract

Penelitian ini dilatarbelakangi oleh sedikitnya jenis media pembelajaran interaktif berbasis android di SMAN 2 Bantul dalam pembelajaran matematika sehingga hal ini berpengaruh pada proses pembelajaran. Analisis kebutuhan siswa terhadap penggunaan media pembelajaran berbasis android diperoleh persentase lebih dari 80% siswa membutuhkan media pembelajaran, khususnya pada mata pelajaran matematika. Hal ini menunjukkan bahwa siswa sangat mendukung pengembangan media pembelajaran android dalam pembelajaran matematika. Penelitian ini bertujuan untuk mengembangkan media pembelajaran matematika berbentuk aplikasi android dengan bantuan software MIT App Invenor pada pokok bahasan materi peluang. Media yang telah dikembangkan diharapkan dapat menjadi media pendamping siswa dalam belajar matematika. ADDIE dipilih menjadi model pengembangan dalam menciptakan media ini. Dengan skor rata-rata 90,32% dan kriteria sangat baik, penelitian ini menunjukkan bahwa produk media pembelajaran dapat digunakan sebagai media pembelajaran matematika. Hasil penilaian media pembelajaran yang dilakukan oleh ahli materi diperoleh 92,%, ahli media 95,45%, uji coba kelas kecil 86,25%, dan uji coba kelas besar 87,08%.
Learning Mathematical Logic and Sets Using E-Learning Syariful Fahmi; Soffi Widyanesti Priwantoro
At-Taqaddum Vol 15, No 1 (2023)
Publisher : Quality Assurance Institute (LPM) State Islamic University Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/at.v15i1.13674

Abstract

Video is a learning medium that is simple to integrate into a variety of activities, both online and offline. As a result, video development, including studying mathematical logic and set material, is essential. This research aims to develop project-based educational videos on mathematical logic and mathematics material. This research is development research using the Richey Klein (DPE) development model. There are three stages of development: design, production, and evaluation. This educational video was implemented on 25 students in the third semester of the Mathematics Education Study Program (FKIP UAD). The results of the material expert assessment showed a score of 4.23 (good category) and the media expert assessment scored 4.55 (very good category). Besides that, the student’s response during implementation got a score of 3.9 (good category).
DEVELOPMENT OF STUDENT WORKSHEET BASED ON CONTEXTUAL TEACHING AND LEARNING soffi widyanesti priwantoro; Citra Permata Sari; Syariful Fahmi; Widayati widayati
HISTOGRAM: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2023): Histogram
Publisher : STKIP Andi Matappa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/histogram.v7i1.2615

Abstract

The students had difficulty in understanding comparative material in mathematics subject, especially its application in everyday life. In addition, there was no Contextual Teaching and Learning-Based Student Worksheet (LKPD) on comparative material. This research belonged to a development research that aimed to produce and determine the feasibility of Student Worksheet (LKPD) with CTL approach on comparative material. This research used Research and Development (R&D) method based on ADDIE model consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this research were material experts, media experts and students of SMP Muhammadiyah 9 Yogyakarta. Data collection instruments of this research were interview and questionnaire. The validation results by material experts obtained an average score of 139 with good criteria, while the validation results by media experts obtained an average score of 172 with very good criteria. Based on the results of student responses, it was obtained an average score of 61.32 with good criteria. Therefore, it can be concluded that the Contextual Teaching and Learning-Based Student Worksheet on comparative material was feasible to use.
Pelatihan Literasi Digital dalam Pembuatan Media Pembelajaran untuk Guru di Suansanti School Bangkok Thailand Soffi widyanesti priwantoro; Syariful Fahmi; Arilia Triyoga
SINAR SANG SURYA Vol 8, No 2 (2024): Agustus 2024
Publisher : UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/sss.v8i2.3414

Abstract

Adanya kebutuhan bagi guru untuk menguasai teknologi sebagai bekal untuk mengembangkan media berbasis digital merupakan tuntutan di era saat ini. Kegiatan pngabdian ini diutujukan untuk guru-guru Suansanti School Bangkok Thailand agar dapat menambah pengetahuannya mengenai literasi digital, terutama pada pengembangan media pembelajaran. Kegiatan pengabdian ini dilakukan dengan cara pemberian pelatihan secara daring yang diawali dengan pretest dan diakhiri dengan postest. Dari kegiatan pretest dan psotest terlihat kenaikan kemempuan pengetahuan guru Suansati school mengenai lieterasi digital, diantaranya utnuk topik mengenai pendidikan berbasis teknologi mengalami kenaikan dari 54% ke 77%. Sementara untuk variasi media pembelajaran berbasis teknologi naik dari 32% ke 68,2%.