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Android Snake Ladder on Triangle using TGT Learning Model to Increase Learning Motivation Melania Eva Wulanningtyas; Yusup Davit Palma Putra; Ni Nyoman Triani; Nofica Andriyati
Hipotenusa : Journal of Mathematical Society Vol 3, No 2 (2021)
Publisher : Program Studi Tadris Matematika IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/hipotenusa.v3i2.6295

Abstract

The aims of this research were developing mathematics learning media based on android using Teams Games Tournament (TGT) learning type on triangle materials to improve learning motivation of class VII Junior High School students according to these validity, practical, and effective criterias through snake ladder game. The subject of this research were 28 students of class VII D SMP Negeri 1 Sedayu.  This research based on ADDIE developing model contains 5 steps: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The results of this research showed that mathematics learning media based on android using Teams Games Tournament (TGT) learning type on triangle materials to improve learning motivation of class VII Junior High School students was completed on: (1) validity aspect through material expert validation with score 64 and categorized very good in criteria also media expert validation with score 64 and categorized very good in criteria. (2) practical aspect through mathematics learning media based on android tested to 28 students with student response questionnaire score was 1.053 and categorized good in  criteria. (3) effectiveness aspect through increasing learning motivation students as much as 26% from 54% to 80%. So, it can be concluded that mathematics learning media based on android is appropriate for learning activity and beneficial to improve learning motivation students.
Respons siswa terhadap media pembelajaran berbasis android dengan pendekatan etnomatematika pada materi transformasi geometri Wulanningtyas, Melania Eva; Ardhika Fajar Ramadhan; Yusup Davit Palma Putra
Seminar Nasional Penelitian dan Abdimas Vol 3 No 1 (2025): September
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/senapas.v3i1.12493

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran matematika berbasis Android dengan pendekatan Etnomatematika guna meningkatkan kemampuan pemecahan masalah siswa secara kontekstual dan interaktif. Pengembangan dilakukan menggunakan model ADDIE melalui lima tahap: Analyze, Design, Development, Implementation, dan Evaluation. Media ini menyajikan materi matematika dengan mengintegrasikan unsur budaya lokal dalam bentuk permainan cerita dan kuis interaktif, serta dilengkapi fitur leaderboard dan penghargaan untuk meningkatkan motivasi belajar siswa. Validasi dilakukan oleh ahli materi dan ahli media, sedangkan kepraktisan diukur melalui angket dan wawancara kepada 15 siswa kelas IX dari salah satu sekolah berbasis budaya di Bandung. Hasil penelitian menunjukkan bahwa media ini tergolong sangat baik dari aspek materi (skor 69,2), baik dari aspek media (skor 62), dan sangat baik dari respons siswa (skor 85,86). Wawancara siswa mendukung temuan bahwa media pembelajaran ini membantu mereka memahami konsep matematika dan meningkatkan motivasi belajar. Dengan demikian, media pembelajaran berbasis Android ini dinyatakan valid, praktis, dan potensial untuk digunakan dalam pembelajaran matematika berbasis budaya.