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Journal : Didaktika

Penerapan Etnomatematika Rumah Adat Lampung dalam Pembelajaran Bangun Datar Menggunakan Metode DDR pada Siswa Kelas III di SD Larasaty, Lucy Amelia; Arisetyawan, Andika
Didaktika Vol 1, No 1 (2021): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (433.059 KB) | DOI: 10.17509/didaktika.v1i2.37414

Abstract

In the education world nowadays, it’s still common to find low results of student learning, including geometry in mathematics. Based on the observations of previous researchers, there was a didactic design error in the teacher, seen when the teacher explained the geometry material in class. This is causing the students' ability to understand geometric concepts is relatively low. Moreover, students are not familiar with the surrounding culture, including the traditional houses in their environment. The research focused on the research with third-grade students at SDN Kesugihan, with data collection using the DDR method which uses 3 stages of analysis, namely prospective analysis, metapedadidactic analysis, and retrospective analysis. Data collection begins with giving an initial learning obstacle test with 12 students as the subject. The initial didactic design designed by the researcher was compiled based on the results of the analysis of students’ books, observations, and interviews with teachers and interviews with students. The implementation of the initial didactic design was carried out with the subject of 6 students. The researcher also gave a final learning obstacle test after implementing the initial didactic design. The results obtained in this study are the reduction in the level of students learning obstacles related to conceptual errors, principle errors, and operating errors. It can be concluded that the design that has been developed by the researcher based on the analysis of the Lampung traditional house can be used by third-grade elementary school students
Mengintegrasikan Permainan Ular Tangga Baduy Menggunakan Model ADDIE Sebagai Alternatif Media Pembelajaran Bangun Datar Berbasis Nilai-Nilai Kearifan Lokal Baduy Burhanudin, Burhanudin; Arisetyawan, Andika
Didaktika Vol 1, No 2 (2021): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (701.096 KB) | DOI: 10.17509/didaktika.v1i2.37311

Abstract

In practice, learning media use is still rarely used, and the integration of culture in the mathematics teaching media for two-dimensional figure materials is still minimal. It is the basis for researchers to develop learning media for snakes and ladders based on Baduy culture, integrated with two-dimensional figure materials. This study aims to create learning media based on the local wisdom of Baduy that can attract students' motivation in learning mathematics with the two-dimensional figure. The research subjects are grade IV students. The method used is ethnography. Ethnographic methods are used to collect information related to Baduy culture. Data collection techniques used interviews, observations, and documentation studies. Then, after all the data were collected, the researcher used the ADDIE model to develop learning media. The steps taken are. In the analysis stage, the researcher performs task analysis, identifies problems, and analyses needs. The researcher designed the learning media framework and materials based on research and data on local wisdom of Baduy culture in the design phase. In the development phase, researchers developed a media framework and teaching materials and then validated them. The implementation stage conducted a trial of media and teaching materials with 13 students as the subject at SDN Gelam 2. The evaluation stage made product improvements based on the results of the trial of teaching materials. From this stage of development, the researcher concluded that the media and teaching materials that were made could attract students' learning motivation and could be used in learning two-dimensional figure materials for grade IV elementary school. The results of this study are the Learning Implementation Plan (RPP), Student Worksheets, Baduy Snakes and Ladders Learning Media, and learning evaluation questions
Penerapan Model ADDIE Pada Perancangan Permainan Ular Tangga Digital Berbasis Budaya Materi Bangun Datar Rizkitania, Alifira; Arisetyawan, Andika
Didaktika Vol 1, No 3 (2021): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (276.39 KB) | DOI: 10.17509/didaktika.v1i3.38291

Abstract

This research focuses on designing a digital snake and ladder game that is integrated with Baduy culture on flat-shaped materials. This study uses two methods consisting of an ethnographic method used to obtain information about Baduy culture and the next method for designing digital learning media using the ADDIE model stage consisting of analysis, design, development, product testing, and evaluation activities. The research subjects used were 31 fourth-grade students of SDN Pasar Baru 1 Tangerang City. Data collection techniques used interviews, observations, questionnaires, and documentation studies. The results of the study based on the validation of media and material experts stated that the culture-based digital snake ladder game learning media was feasible to be used as a learning medium for fourth-grade students on flat-shaped materials. Student responses to culture-based digital snake and ladder game media make students interested in learning mathematics and culture. It can be concluded that the digital snake and ladder game media can be used as a distance learning solution so that students are not bored in learning mathematics. The culture-based digital snake and ladder game is a new alternative media that is fun, attracts students to learn mathematics as well as culturally, interactively, and innovatively.
Desain Didaktis Pada Materi Pecahan Dan Pengaruhnya Terhadap Kemampuan Problem Solving Maula, Syahrul; Arisetyawan, Andika
Didaktika Vol 2, No 4 (2022): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v2i4.48940

Abstract

Problem Solving is important because it is expected to provide students with the ability to solve problems in theory or practice in everyday life, one of which is in learning mathematics because every human activity is always related to mathematics. This paper will discuss the effect of didactic design on fractional material on the problem solving abilities of students at SD Negeri Sepang for the 2021-2022 academic year. This is because the methods of learning mathematics in improving students' problem solving abilities are very diverse, one of which is the didactic method of mathematics. Based on this, this paper was made with the aim of knowing the effect of didactic design on fractional material on the problem solving abilities of elementary school students. The method used is quantitative with experimental techniques. A quasi-experimental design is analyzed using SPSS 21 for Windows. Based on the results of data analysis, it is known that after the learning method using the didactic design on fractional material was applied, students' problem solving abilities increased even though in the moderate category after applying the didactic design learning method on the fractional material. This can be seen from the increase in the average posttest result of the experimental class of 61.354 from the average of the experimental class's pretest result of 27.917. Meanwhile, the average N-gain score for the experimental class was 0.4641 which was categorized as moderate. The results of hypothesis testing with paired sample t test. The effect of didactic design on fractional material on students' problem solving abilities is that there is a significant effect because based on SPSS output, the Sig- (2-tailed) value is 0.000 0.05.
Pengembangan Media Pembelajaran Matematika Dalam Materi Bangun Datar di Sekolah Dasar Menggunakan Model ADDIE Berbasis Kearifan Lokal Masyarakat Baduy Agustian, Gogi; Arisetyawan, Andika
Didaktika Vol 2, No 2 (2022): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v2i2.38169

Abstract

Mathematics is one of the subjects found at every level of education from elementary school to high school and even college.  However, it’s often heard that mathematics is one of the subjects that most students are uninterested in, of course there are many things behind this case. This is in line with the discovery of researchers in the field who are majoring in education. After making several observations in various schools, the researchers found several things that caused this to happen, among others the low interest of students in learning mathematics from the beginning, students’ difficulties in understanding the lesson material and students’ lack of enthusiasm for learning. Researchers realize that there are differences in students’ interests and abilities in mathematics lessons, but researchers are interested in students who actually have an interest in mathematics but are less enthusiastic in participating in learning. After going through various interviews, researchers found several reasons why students were less enthusiastic in participating in mathematics learning activities in class. Including class situations and boring learning processes, too much lesson material that was delivered by the teacher, and the delivery of lesson material that was difficult to understand by students. The research conducted aims to overcome the problems encountered by developing learning media so that it is expected to increase students’ enthusiasm in participating in mathematics learning. The selected learning media is a popular board game called monopoly that is modified in such a way as needed with reference to using the ADDIE model and integrating the media with local culture that is local wisdom of the Baduy society.
Penerapan Etnomatematika sebagai Upaya Pelestarian Budaya Lokal pada Siswa melalui Bahan Ajar Powerpoint Interaktif Putriani, Lilis; Arisetyawan, Andika
Didaktika Vol 1, No 4 (2021): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v1i4.48829

Abstract

Pendidikan bersaingan dengan era globalisasi yang semakin melonjak dengan seiring berkembangnya jaman. Lost learning yang tidak dapat dihindari akibat pandemi selama dua tahun belajar jarak jauh tanpa didampingi oleh guru secara langsung. Penggunaan sosial media yang kurang baik mengakibatkan hilangnya budaya sendiri dengan meminati budaya barat. Akbat dari pengaruh tersebut banyak siswa yang kurang memahami pembelajaran yang ada disekolah terutama matematika, oleh karena itu perlu ada inovasi yang melibatkan kedua unsur permasalahan tersebut yaitu etnomatematika dengan media pembelajaran Powerpoint interaktif. Dari keresahan inilah peneliti memiliki tujuan untuk mengedukasi siswa khususnya kelas 3 SDN Lialang agar lebih mencintai budaya dan belajar matematika dengan mudah. Peneliti membuat media pembelajaran powerpoint interaktif yang telah diintegrasikan dengan budaya Banten Lama yaitu Benteng Speelwijk dan matematika materi pengukuran. Metode yang digunakan yaitu etnografi, metode ini digunakan untuk mengumpulkan data yang digunkan diantaranya observasi, wawancara dan studi dokumentasi. Setelah seluruh data terkumpul dengan menggunakan teknik pengumpulan data yang sudah dilakukan peneliti menggunakan model ADDIE untuk merancang media pembelajaran, model ADDIE ini memiliki lima tahap diantaranya (analisis, desain, development/pengembangan, implementasi dan evaluasi). Setelah media pembelajaran selesai dirancang dan siap digunakan maka peneliti melakukan uji coba media dikelas 3 SDN Lialang dengan kelayakan perangkat media penbelajaran, Handout dan RPP, pada tahap ini peneliti merancang sesuai dengan aspek kelayakan dari kedua perangkat tersebut dan dinilai oleh validator sehingga dapat disimpulkan bahwa media tersebut layak digunakan untuk merancang motivasi agar rajin belajar.
Perancangan Media Belajar Bangun Datar berbasis Puzzle Digital dengan Mengintegrasikan Budaya Batik Lebak Banten Primatama, Reza; Arisetyawan, Andika
Didaktika Vol 2, No 1 (2022): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v2i1.48947

Abstract

Understanding mathematical concepts is a basic thing that students need to master, so teachers must provide strong basic concepts so that students can understand mathematics completely. Based on the results of observations made in class II at the State Elementary School of Semanan 14 Petang, students still have difficulty understanding the material about flat shapes, especially in recognizing the shape of flat shapes. In addition, the evaluation media used is not culture-based. This became the basis for researchers to improve digital puzzle-based flat shape evaluation media by combining Lebak Banten batik culture. This research aims to create evaluation media based on the local wisdom of Lebak Banten to motivate students to study flat building material. The ethnographic method was used to collect information related to the Batik culture of Lebak Banten. Data collection techniques through interviews, observations and documentation studies. Furthermore, researchers use the ADDIE model to improve evaluation media at this level. The stages carried out were analysis, design, development, implementation, the researcher carried out media experiments in class II at the State Elementary School of Semanan 14 Petang and in the evaluation stage, the researcher reflected on the implications and corrections of the evaluation media. The results of this research are Lesson Plans and Two-Dimentional Figure evaluation media based on the Lebak Banten Batik Puzzle which are suitable for use.
PENGEMBANGAN PERMAINAN CONGKLAK DIGITAL BERBASIS ETNOMATEMATIKA UNTUK SISWA KELAS VI Annisa, Nadia Farah; Arisetyawan, Andika
Didaktika Vol 2, No 2 (2022): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v2i2.48838

Abstract

Dalam proses pembelajaran, media ajar berperan sangat penting. Berdasarkan hasil interviu yang sudah dilaksanakan, pembelajaran matematika di kelas masih ada pelajar yang salah dalam memahami materi operasi hitung bilangan bulat, karena media yang dipakai masih bersifat konservatif dan belum berbasiskan budaya. Hal itu menjadi dasar untuk meningkatkan media berbentuk permainan tradisional. Penelitian ini bertujuan untuk menghasilkan media digital berbasiskan permainan tradisional agar menarik motivasi pelajar. Hasil penelitian ini yaitu RPP dan media pembelajaran. Subyek dalam penelitian ini ialah pelajar kelas VI. Metode penelitian yang dipakai yaitu etnografi. Teknik pengumpulan data yang dipakai berbentuk interviu, observasi, dan study dokumentasi. Penelitian ini menggunakan model ADDIE untuk membuat media. Penelitian ini dilakukan melalui lima tingkatan yakni, (1) Analysis, untuk menganalisa tugas, mengenali permasalahan, dan menganalisa keperluan. (2) Design, peneliti membuat kerangka untuk media dan bahan ajar berdasarkan data yang sudah dikaji. (3) Development, untuk aktivitas meningkatkan rangka design media dan bahan ajar yang sudah dibuat dan divalidasi. (4) Implementation, pengetesan produk media yang sudah divalidasi dengan subyek 15 pelajar di kelas VI SDN Semanan 14 Petang. (5) Evaluation, sebagai tahapan paling akhir dari ADDIE yaitu, menilai aktivitas berdasar hasil eksperimen media evaluasi. Berdasar hal itu, dapat diambil kesimpulan bahwa produk media evaluasi yang dibuat dapat meningkatkan motivasi belajar dan layak dipakai dalam evaluasi materi operasi hitung bilangan bulat.