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Journal : Musamus Journal of Mathematics Education

Penerapan Media Pembelajaran Berbentuk Game dalam Rangka Meningkatkan Hasil Belajar Matematika Siswa Ririn Febriyanti; Ama Noor Fikrati; Slamet Boediono
Musamus Journal of Mathematics Education Vol 4 No 2 (2022): Musamus Journal of Mathematics Education
Publisher : Musamus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35724/mjme.v4i2.4219

Abstract

Abstrak: Penelitian ini merupakan penelitian tindakan kelas yang bertujuan untuk meningkatkan hasil belajar matematika siswa. Pelaksanaan penelitian ini dilaksanakan di MI Badang Jombang Propinsi Jawa Timur kelas IV yang berjumlah 19 siswa yang terdiri dari 2 siklus. Metode yang digunakan dalam pengumpulan data adalah metode observasi dan metode tes. Instrumen penelitian ini berupa lembar observasi dan lembar tes materi pecahan. Berdasarkan hasil pada siklus I memperoleh aktivitas guru sebesar 68% dengan kriteria cukup baik, ketuntasan hasil belajar siklus I sebesar 63,15% dengan rata-rata 67,10 dan aktivitas siswa dalam siklus I sebesar 61% dengan kriteria cukup baik. Sedangkan data pada siklus II diperoleh aktivitas guru meningkat menjadi 90% dengan kriteria sangat baik, aktivitas siswa menjadi 86% dengan kriteria sangat baik dan ketuntasan belajar menjadi sebesar 89,47% dengan rata-rata 82,89. Pada siklus II telah tercapai kriteria keberhasilan yaitu aktivitas guru, aktivitas siswa dan hasil belajar siswa > 75% secara klasikal. Berdasarkan hasil penelitian didapatkan bahwa media berbentuk game dapat meningkatkan hasil belajar matematika siswa. Abstract: This research is a classroom action research with purpose to improve mathematics learning outcome. This research has been done at MI Badang Jombang, East Java Province, class IV, with 19 students consisting of 2 cycles. The research method are observation and test method. The research instrument is an observation sheet and a test sheet for fractional materials. Based on the results in the first cycle, the teacher activity was 68% with quite good criteria, the learning outcomes was 63.15% with an average of 67.10 and student activity in the first cycle was 61% with good enough criteria. While the data in the second cycle obtained teacher activity increased to 90% with very good criteria, student activity became 86% with very good criteria. and learning outcome was 89.47% with an average of 82.89. In the second cycle the success criteria have been achieved, teacher activities, student activities and student learning outcomes > 75% classically. Based on the results of the study, it was found that the media like games could improve students' mathematics learning outcomes.
Rancang Bangun Media Pembelajaran Berbasis Android Smart NoteBook Digital Matematika Ririn Febriyanti; Slamet Boediono
Musamus Journal of Mathematics Education Vol 5 No 2 (2023): Musamus Journal of Mathematics Education
Publisher : Musamus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35724/musamus journal of mathematics education.v5i2.4423

Abstract

This study aims to determine the development process and practicality of mathematics learning media with measurement materials (time, angle, distance and speed) in producing products in the form of android-based mathematics learning media through the ISpring application for Class V at SD Ganggantingan Kab. Lamongan. This research is motivated by students' interest in smartphones rather than teacher explanations in the classroom and the lack of student activity in participating during the learning process. The research method used in this research is Research and Development (R&D) by going through the stages of the ADDIE model, namely analysis, design, development, evaluation. Instruments used Questionnaire sheets consist of three types, namely questionnaires for material experts, media experts, students and teachers. Analysis of the data in this study in the form of descriptive analysis of the quality of learning media development with measurement materials. The results of the study show that the assessment of Smart NoteBook with time, distance and speed measurement materials is as follows: For the assessment carried out by material experts, the percentage is 84% in the very valid category, while the assessment carried out by media experts is 90% in the very valid category. . For practicality trials, this learning media obtained an average of 45.6 in the range of 40.8 < R 50.4 so it was categorized as practical. So it can be said that the learning media based on the Smart NoteBook Digital Mathematics can be used for class V Elementary School.
Pengembangan Liveworksheet Berbasis Contextual Teaching and Learning Sebagai E-LKPD Interaktif pada Materi Logaritma Febriyanti, Ririn; Rahmawati, Lailatul
Musamus Journal of Mathematics Education Vol 6 No 1 (2023): Musamus Journal of Mathematics Education
Publisher : Musamus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35724/musamus journal of mathematics education.v6i1.5488

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan produk serta untuk mengetahui respon guru dan peserta didik terhadap produk E-LKPD interaktif liveworksheets berbasis Contextual Teaching and Learning materi logaritma kelas X. Penelitian ini dilatarbelakangi oleh pembelajaran matematika materi logaritma kelas X di SMA Jombang masih memanfaatkan bahan ajar berupa buku paket dari salah satu penerbit serta Lembar Kerja Peserta Didik yang tersedia masih dalam bentuk lembaran kertas yang kemudian disalin di buku catatan masing-masing peserta didik. Penelitian ini merupakan penelitian Research and Development (R&D) dengan model pengembangan Dick and Carry yaitu ADDIE yang terdiri dari Analyze, Design, Development, Implementation, and Evaluation. Instrumen yang digunakan yaitu lembar validasi terdiri dari empat jenis yaitu angket untuk ahli materi, ahli media, respon peserta didik dan guru. Hasil uji kelayakan produk oleh ahli materi dan ahli media diperoleh kategori sangat layak. Hasil respon guru diperoleh respon sangat baik. Kemudian hasil respon peserta didik diperoleh respon sangat baik.