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Pengembangan Media Pembelajaran Matematika Berbasis Pendekatan Saintifik untuk Meningkatkan Kemampuan Komunikasi Matematis SMP Kelas VII Suradi, Rahmat Ridho; Asmar, Ali; Yerizon, Yerizon
Media Pendidikan Matematika Vol. 9 No. 1 (2021)
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/mpm.v9i1.3541

Abstract

Learning results found in several schools are still low. This happens because students do not understand the real life math problems that surround students, so students are lack of creative thingking. This is because the learning methods used by teachers have not been implemented optimally. One of effort that can be made to overcome these problems is to use learning media based on interactive multimedia in the mathematic learning for 7th grade of junior high school student who valid, practical and effective. This type of research is the development by using Plomp research design. During the initial survey phase, doing necessity analysis, curriculum analysis and conceptual analysis focused on issues related to learning mathematics. In the development phase or prototyping, the design of mathematics media learning based on a scientific approach to improve students' mathematical communication skills, then self-evaluation, one to one evaluation and small group evaluation. The assessment phase carried out a practicality test and a limited effectiveness test. Practicality data were obtained from teacher practicality questionnaires, student practicality questionnaires. Effectiveness data obtained from student result learning after implementing learning with learning devices. The research results showed that the mathematics learning media with macromedia flash based on scientific was valid and practical. Valid because it has qualify the valid criteria in terms of content and construct. Practical because they are easy to use and understand, the allocated allocations are very efficient, attractive, and contribute to learning. Effective in terms of its potential impact on students' mathematical communication skills
Digital Mathematics Module Based on Problem-Based Learning Model with Classpoint Mathematics Gamification Arnellis, Arnellis; Zulnaidi, Hutkemri; Yuanita, Putri; Yerizon, Yerizon; Sari, Atika; Syaputra, Hamdani
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 9 No 2 (2025): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol9-iss2/1060

Abstract

Problem solving skills is one of the most important skills students should achieve in mathematics. However, students' mathematical problem-solving skills still low. This research offers classpoint mathematics gamification in digital mathematics module based on problem-based learning. Thus, this research was conducted to develop a valid, practice, and effective mathematics digital module based on problem-based learning model with classpoint mathematics gamification (ChePomathGo) in improving students’ problem solving skills. This study used the Plomp development model, including the preliminary research, prototyping, and assessment phases. Preliminary research involving 32 students and 1 teacher and prototyping and assessment phase involving 9 students in seventh grade junior high school. Data analysis used are descriptive analysis. The result shows that the mathematics digital module based on problem-based learning model with ChePomathGo is valid with an average score of 3.67 (very valid category), practice based on students’ and teachers’ positive responses, and effective to improve students’ problem solving skills based on the results of the students' mathematical problem-solving skills test in small group evaluations with an average score of 75% (effective category). The implications of this research is the digital mathematical module developed can be a guidelines for researchers and teachers to improve students’ mathematical problem-solving skills.