Noerhasmalina, Noerhasmalina
Pendidikan Matematika STKIP Muhammadiyah Pringsewu Lampung

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Optimizing Vibrant School Lampung Interactive Learning Media on Development Materials, Roots, and Logarithms Hidayatulloh Hidayatulloh; Muhammad Kristiawan; Nurul Astuti Yensy B; Dina Apryanti; Noerhasmalina Noerhasmalina
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 2 (2023): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i2.2389

Abstract

This study aims to develop and analyze the effectiveness of PowerPoint learning media through the Smart School Lampung Berjaya virtual class application in improving the teaching and learning process, especially in development, roots, and logarithm material. This study used the ADDIE Development Research Model approach and was conducted at a state senior high school in  Limau, Tanggamus Regency, with a sample of 30 students. Data collection techniques used observation, interviews, and tests, while data analysis techniques used qualitative research methods. Based on research, PowerPoint learning media products through the Smart School Lampung Berjaya virtual class application which have been validated by media experts, learning material experts, and mathematics teachers, as well as through student response tests, have proven effective in supporting the learning process. The results of this study indicate that the use of PowerPoint learning media through the Smart School Lampung Berjaya virtual class application can be a very effective tool in the teaching and learning process. The implication is that this media can be used to facilitate students' understanding of more complex material, such as development, roots, and logarithms, and can help increase the effectiveness of the teaching and learning process.
Eksperimentasi Media Pembelajaran Math Bilbul Terhadap Hasil Belajar Matematika Ditinjau dari Kemandirian Belajar Siswa Zulfa Taufiqoh; Noerhasmalina; Nurmitasari
Eksponen Vol. 13 No. 2 (2023): Eksponen: Volume 13 Nomor 2 September 2023
Publisher : Universitas Muhammadiyah Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan rata-rata antara pembelajaran menggunakan media pembelajaran Math Bilbul dengan pembelajaran menggunakan buku paket ditinjau dari kemandirian belajar siswa. Penelitian ini merupakan penelitian eksperimental semu dengan desain faktorial 2×3. Populasi dalam penelitian ini adalah seluruh siswa kelas VII SMPN 3 Gadingrejo tahun ajaran 2022-2023. Sampel penelitian terdiri dari kelas VII 1 sebagai kelas eksperimen dan kelas VII-3 sebagai kelas kontrol, pengambilan sampel menggunakan teknik cluster random sampling. Teknik pengumpulan data adalah teknik tes dan teknik angket, dengan instrumen tes hasil belajar matematika dan angket kemandirian belajar siswa. Teknik analisis data yang digunakan adalah analisis variansi dua jalan dengan sel tak sama, uji prasyarat yaitu uji normalitas dan uji homogenitas. Hasil penelitian menunjukkan bahwa ada perbedaan rata-rata antara pembelajaran menggunakan media pembelajaran Math Bilbul dengan pembelajaran menggunakan buku paket ditinjau dari kemandirian belajar siswa terhadap hasil belajar matematika. Namun, tidak ada interaksi antara pembelajaran yang digunakan dengan kemandirian belajar siswa
MEDIA PEMBELAJARAN ALMATH GAME BERBASIS POWERPOINT PADA MATERI BENTUK ALJABAR Noerhasmalina Noerhasmalina; Robia Astuti; Asmalia Safitri
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.6889

Abstract

Minimnya pemanfaatan media pembelajaran menjadi salah satu penyebab pencapaian pembelajaran siswa kurang optimal pada materi aljabar di kelas VII MTs Bustanul Ulum Jayasakti. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa game berbasis PowerPoint yang layak dan efektif. Model ADDIE (Analysis, Design, Development, Implementation and Evaluation) digunakan sebagai prosedur pengembangan media pembelajaran dalam penelitian ini. penelitian ini dilaksanakan di MTs Bustanul Ulum Jayasakti dengan subjek kelas VII C yang berjumlah 33 siswa. Instrumen yang digunakan yaitu lembar penilaian ahli, tes, dan angket. Berdasarkan hasil penelitian diperoleh kesimpulan bahwa media pembelajaran Almath Game layak dilihat dari hasil penilaian ahli yaitu dengan skor rata-rata 93% atau sangat layak, dan efektif digunakan dalam proses pembelajaran dilihat dari respon siswa dengan skor rata-rata 83,33% yaitu sangat baik, dan hasil belajar diperoleh persentase siswa yang  mencapai KKM atau tuntas sebesar 81,8%, serta mengalami peningkatan sebesar 51,5% dari persentase pada permasalahan awal sebesar  30,3%.The minimal use of learning media is one of the causes of less than optimal student learning outcomes in algebra form material in class VII MTs Bustanul Ulum Jayasakti. Therefore, this research aims to develop learning media in the form of PowerPoint-based games that are feasible and effective. The ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model is used as a procedure for developing learning media in this research. This research was carried out at MTs Bustanul Ulum Jayasakti with class VII C subjects totaling 33 students. The instruments used are expert assessment sheets, tests, and questionnaires. Based on the results of the research, it was concluded that the Almath Game learning media is suitable as seen from the results of expert assessment, namely with an average score of 93% in the "very appropriate" category, and is effectively used in the learning process as seen from student responses with an average score of 83.33%. in the "very good" category, and the learning outcomes obtained were that the percentage of students who achieved the KKM in the complete category was 81.8%, and experienced an increase of 51.5% from the percentage in the initial problem of 30.3%.