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PENGEMBANGAN MEDIA INTERAKTIF BERBASIS DEEP LEARNING TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA PADA MATERI STATISTIKA Jonerri Dikens; Jamilah; Dewi Risalah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15874

Abstract

This study aims to develop interactive learning media based on deep learning (conscious, meaningful and enjoyable) towards students' mathematical problem-solving abilities in statistics material for class VIII of SMP Negeri 1 Toho. This study is a Research and Development (R&D) research and development using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection techniques are in the form of indirect communication techniques and measurement techniques, with research instruments in the form of expert validation sheets, practicality questionnaires, pretest and posttest questions. The research sample is class VIII C consisting of 25 students. Data analysis techniques used include validity, practicality, effectiveness and influence analysis. The results of the study indicate that the developed interactive learning media achieved the category of very valid with a validity percentage of 92%, very practical with a practicality percentage of 91.5%, and effective with an effectiveness percentage of 76%. The paired t-test results showed that > (62.574 > 2.064). Therefore, H₀ was rejected and H₁ was accepted, indicating a significant effect on mathematical problem-solving ability before and after the media was implemented. Thus, interactive learning media based on deep learning (conscious, meaningful, and enjoyable) is suitable for use in mathematics learning processes in schools.
Pirie-Kieren-Based Integrative Language Literacy and Numeracy Model in Junior High School Geometry Dewi Risalah; Hariyadi; Muchtadi; Safuan; Siti Ananda Saptiandini
MEDIA DAN STRATEGI PEMBELAJARAN Vol 3 No 3 (2026): International Journal of Teaching
Publisher : YAYASAN CENDEKIA CITRA GEMILANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/ijt.v3i3.1220

Abstract

This article formulates an integrative model of language literacy and numeracy for analysing junior high school students' conceptual understanding of geometry through the Pirie-Kieren theory. The study is positioned as a descriptive-exploratory qualitative design involving 60 Grade VII students of SMPN 21 Pontianak in the initial mapping stage and six purposively selected students for in-depth analysis. Data are designed to be collected through conceptual understanding tests, literacy-based tasks, classroom observation, semi-structured interviews, and learning artefacts. The analysis combines open coding, axial coding, selective coding, triangulation, and the eight Pirie-Kieren layers. The resulting model connects text comprehension, verbal-visual-symbolic representation, numerical reasoning, folding back, and conceptual-linguistic-representational-numerical obstacles in learning surface area of polyhedra. Referring to Pirie and Kieren's layered understanding, Duval's representation theory, and Moschkovich's mathematical literacy perspective, this article contributes a more integrated analytical frame for mathematics education by positioning geometry understanding as a dynamic interaction among language, representation, and numeracy.
Powtoon-Based Animated Video for Spatial Visualisation in Plane Geometry: A Preliminary Study Dewi Risalah; Norelia Novi; Buchari
MEDIA DAN STRATEGI PEMBELAJARAN Vol 3 No 3 (2026): International Journal of Teaching
Publisher : YAYASAN CENDEKIA CITRA GEMILANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/ijt.v3i3.1239

Abstract

This article reports a preliminary study conducted to inform the development of a Powtoon-based animated video oriented towards spatial visualisation in Grade X plane geometry. The study represents the Define stage of a 4D research-and-development design and used descriptive qualitative analysis. Evidence was drawn from a semi-structured interview with one mathematics teacher, an interview with one Grade X student, and two open-ended diagnostic tasks concerning angle relationships in a trapezoid and translation on the Cartesian plane at SMA Negeri 3 Ngabang. The documented student work showed correct numerical results and an emerging ability to state geometric relationships; however, explanations remained concise, the dynamic meaning of transformations was not fully articulated, and responses to prompts about animated motion were incomplete. Interview data converged with these findings: instruction relied mainly on the board, textbooks or worksheets, and occasional static presentation slides, while both participants considered dynamic animation useful for displaying changes in shape, position, and direction. The preliminary analysis therefore generated five design requirements: animated geometric transitions, explicit connections among verbal, visual, and symbolic representations, paced narration and labels, worked examples with explanatory prompts, and pause/replay access across common devices. These findings justify proceeding to the Design and Develop stages, but they do not constitute evidence of product validity, practicality, or effectiveness