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DEVELOPMENT OF CONTEXTUAL ELKPD ASSISTED LIVEWORKSHEET ACCOMPANIED BY INTERACTIVE VIDEO IN CLASS VIII Mufida Sari, Rika; Linuhung, Nego; Wicaksono Sudarman, Satrio
EMTEKA: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2026)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v7i1.10060

Abstract

Students still have difficulty understanding the Pythagorean Theorem because the teaching materials are not interesting, have not provided concrete examples, and have not made optimal use of digital media. This is evidenced by the daily test scores of students where a total of 71% of students got a score below the set KKTP of 75. This study aims to produce a contextual E-LKPD assisted by a Liveworksheet accompanied by a valid and practical interactive video for grade VIII students. E-LKPD was designed using Canva, features interactive videos from YouTube, and is converted to an interactive format with Liveworksheet for easy access and online work. This study uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with 10 students in class VIII B MTs N 1 East Lampung. The instruments used include validation sheets of material experts, media experts and student practicality questionnaires. The validation results showed a validity score of 84.75% from material experts and 87.66% from media experts, with an average of 86.2% in the very valid category. Meanwhile, the practicality results of the students were 90% with the category of very practical. Thus, this Canva and Liveworksheet-based contextual E-LKPD is declared to be very valid and very practical. This media is suitable for use as an alternative teaching material that supports interesting, flexible, and in accordance with the Independent Curriculum. Peserta didik masih mengalami kesulitan memahami Teorema Pythagoras karena bahan ajar kurang menarik, belum memberikan contoh konkret, dan belum memanfaatkan media digital secara optimal. Hal ini dibuktikan dengan nilai ulangan harian peserta didik yang dimana sejumlah 71% peserta didik mendapat nilai dibawah KKTP yang ditetapkan yaitu sebesar 75. Penelitian ini bertujuan untuk menghasilkan E-LKPD kontekstual berbantu Liveworksheet disertai video interaktif yang valid dan praktis untuk peserta didik kelas VIII. E-LKPD dirancang menggunakan Canva, dilengkapi video interaktif dari YouTube, dan diubah ke format interaktif dengan Liveworksheet agar mudah diakses dan dikerjakan secara daring. Penelitian ini menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan subjek 10 peserta didik kelas VIII B MTs N 1 Lampung Timur. Instrumen yang digunakan meliputi lembar validasi ahli materi, ahli media dan angket kepraktisan peserta didik. Hasil validasi menunjukkan skor kevalidan 84,75% dari ahli materi dan 87,66% dari ahli media, dengan rata-rata 86,2% dengan kategori sangat valid. Sedangkan Hasil kepraktisan dari peserta didik sebesar 90% dengan kategori sangat praktis. Dengan demikian, E-LKPD kontekstual berbasis Canva dan Liveworksheet ini dinyatakan sangat valid dan sangat praktis. Media ini layak digunakan sebagai bahan ajar alternatif yang mendukung pembelajaran matematika yang menarik, fleksibel, dan sesuai dengan Kurikulum Merdeka
Development of Android-Based Interactive Learning Media for Polyhedra Using the ADDIE Model Amalia Nurhayati Syakinnah; Nego Linuhung; Ira Vahlia
Jurnal Pendidikan Matematika Universitas Lampung Vol. 14 No. 1 (2026): Jurnal Pendidikan Matematika Universitas Lampung
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/mtk/v14i1.pp102-115

Abstract

The integration of technology in mathematics learning is essential to overcome students’ difficulties in visualizing abstract concepts, particularly polyhedra. This study aims to develop an Android-based interactive learning media and to determine its validity and practicality. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of this study involved three material experts, three media experts, and 10 junior high school students in a limited trial. Data were collected using expert validation sheets and student response questionnaires, and analyzed using descriptive percentage techniques. The results showed that the developed media achieved a validity level of 82% from material experts and 90% from media experts, both categorized as very valid. Furthermore, the practicality test conducted on students resulted in a score of 86%, which is categorized as very practical. These findings indicate that the developed media is feasible and supports students in understanding and visualizing polyhedra concepts. In conclusion, the Android-based interactive learning media developed through the ADDIE model is valid and practical as supplementary learning media. It has the potential to enhance students’ motivation, independence, and learning outcomes in mathematics learning.
Analysis of Students' Numeracy Literacy Ability in Analyzing Graph and Table Information Alyaro Nurhamida; Nego Linuhung; Rina Agustina
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 6 No. 3 (2026): July - September 2026
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v6i3.5314

Abstract

The ability to analyze information presented in graphs and tables is an important aspect of numeracy, as it is one of the indicators used to measure numeracy literacy internationally. This particular ability remains a challenge for students because it requires a high level of cognitive ability. However, it has not been extensively explored in depth. This study aimed to describe the difficulties encountered by tenth-grade senior high school students in analyzing information presented in the form of stacked bar charts and weekly expenditure tables. This study employed a descriptive qualitative approach. Initial data were collected through a numeracy literacy test consisting of one context-based problem involving a system of linear equations in three variables (SPLTV), which had been validated by an expert in mathematics education and used as an instrument for selecting the research subjects. The subjects were selected using purposive sampling. The selected subjects were then explored in greater depth through semi-structured interviews. The findings showed that, when analyzing information presented in graphs and tables, the participants experienced varying degrees of mathematical misunderstanding, ranging from a failure to coordinate the two representations, which resulted in strategic errors, to a gap between their understanding and their ability to solve mathematical problems. This study provides an empirical description of specific areas in which students experience difficulties with data-representation-based numeracy. The implication is that greater emphasis should be placed on instructional design that explicitly trains students to establish conceptual connections when solving problems