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Analisis Kemampuan Spasial Siswa Pada Materi Geometri Kelas VII Khofifah Khofifah; Dewi Risalah; Sandie Sandie
Jurnal Pendidikan Jompa Indonesia Vol 1 No 1 (2022): JUPENJI: Jurnal Pendidikan Jompa Indonesia
Publisher : Yayasan Jompa Research and Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (497.433 KB) | DOI: 10.55784/jupenji.Vol1.Iss1.150

Abstract

Tujuan dari penelitian ini adalah untuk melihat kemampuan spasial yang dimiliki siswa kelas VII dalam menyelesaikan soal geometri. Metode deskriptif dengan jenis penelitian kualitatif adalah jenis penelitian yang digunakan. Penelitian dilakukan di SMP Negeri 3 Pontianak dengan subjek penelitian adalah siswa kelas VII yang dipilih berdasarkan tingkat kemampuan siswa. Siswa berjumlah 6 orang dengan kemampuan tinggi, sedang, dan rendah. Teknik analisis data yang digunakan adalah dengan memberikan tes kepada siswa, dimana jika siswa menjawab benar skor yang didapat adalah 1, dan jika menjawab salah skor siswa adalah 0. Prosedur penelitian terdiri dari 3 tahap diantaranya tahap persiapan, tahap pelaksanaan, dan tahap akhir. Hasil yang diperoleh dalam penelitian disimpulkan bahwa siswa dengan kemampuan tinggi memiliki kemampuan spasial yang baik disbanding siswa kemampuan sedang dan rendah dan Spatial Visualization merupakan kemampuan yang baik yang dimiliki oleh siswa dibandingkan kemampuan yang lain.
ANDROID MOBILE GAME MEDIA BASED ON EDUTAINMENT STRATEGY ON SPATIAL ABILITY Khofifah Khofifah; Dewi Risalah; Sandie Sandie
Jurnal Pendidikan Matematika (JUPITEK) Vol 5 No 2 (2022): Jurnal Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jupitekvol5iss2pp153-159

Abstract

This study aims to develop an Android Mobile Game Based on Edutainment Strategy for class VII students of SMP Negeri 3 Pontianak who reach the level of validity, practicality, and effectiveness with the borg and gall model. The subjects in this study were students of class VIII SMP as many as 30 students and 3 media and material experts. The instruments used in this study were media expert validation sheets, teacher responses and student responses, and problem solving ability test questions. The results of validation research on Android Mobile Game Based on Edutainment Strategy are media validation with an average value of 94.28% from the three experts in the very good category. The second is the value of practicality, seen from the value of the questionnaire filled out by the teacher and all students who are accumulated so that a percentage of 92.40% is obtained with very practical criteria. Furthermore, the effectiveness, seen from the value of the results of student posttest work with the number of students who completed as many as 20 people out of 30 people and the average value of students calculated by the formula for the average score and percentage with in the overall student score so that a score of 85.20 was obtained based in the school's KKM score of 75, then the average student test results have complete criteria and are classified as very effective.