Mety Liesdiani
STKIP PGRI Bangkalan, Indonesia

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APLIKASI PEMBELAJARAN MATEMATIKA BERBASIS ANDROID UNTUK SLOW LERANER PADA MATERI ALJABAR Lulu Farida; Mety Liesdiani
Jurnal Muara Pendidikan Vol. 9 No. 1 (2024): Jurnal Muara Pendidikan Vol 9 No 1 Juni 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i1.1997

Abstract

The purpose of this research is to develop and produce a learning media in the form of an Android-based learning application for algebra material for slow learners, using multisensory concepts, visual methods, and realistic algebra concepts The aim of this study is to assist the learning process of slow learner students in inclusive school using a new medium, namely the Android-based learning application In order to not only use conventional learning, because in the learning process, but slow learners also need specific additional methods and media to help them understand each taught material The method used in this research is the Research And Development (R&D) method using the ADDIE development model. The data collection technique used is validation sheets, while the data analysis technique used in this research is primary data Based on the research results, it is shown that the Android-based mathematics learning application for slow learners in algebra material meets valid criteria. The overall score for each statement on the validation sheet is 100%, with the category very valid, so the learning application can used in the learning process.
PENGARUH GAME INTERAKTIF QUIZWHIZZER TERHADAP MINAT DAN HASIL BELAJAR MATEMATIKA SISWA Maghfirah Sawawi; Mety Liesdiani
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2939

Abstract

This study aims to investigate the impact of using the interactive quizwhizzer game on the interest and learning outcomes of grade X students in SMA Negeri 1 Tanjungbumi. The problem of low interest and academic achievement of students in learning mathematics encourages the need for more participatory and enjoyable learning innovations. A quantitative method with a quasi-experimental design was used in this study. The research subjects were selected from a group of 31 grade X-1 students as a trial group (experiment) who received game-based learning with quizwhizzer media, while 30 grade X-3 students were involved as a comparison group (control) who took similar learning without the media. The instruments used included test sheets to assess student learning outcomes and questionnaires that measured student interest in learning mathematics. Given that the data were not normally distributed, the Kolmogorov-Smirnov and Mann-Whitney U tests were used to analyze the data. The results of the study revealed that the use of the quizwhizzer game significantly increased students' interest in learning and academic achievement in mathematics, with a significance value of 0.000 <0.05. This finding confirms that the application of interactive digital media not only encourages enthusiasm for learning, but also creates a learning atmosphere that is more lively, meaningful, and in line with the needs of today's generation of learners.