Rahmi, Rosita Putri
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Interactive Learnıng Media Development Math Case Based on Scratch Triangle and Parallelogram Grade V Elementary School Az-zahrah, Nabilah; Sukriadi; Arafah, Andi Asrafiani; Muhlis; Septika, Hety Diana; Rahmi, Rosita Putri
Jurnal Pendidikan Matematika (JPM) Vol 10 No 2 (2024): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v10i2.21953

Abstract

The development of Scratch-based Math Case interactive learning media uses the Research & Development method which produces an interactive learning media that can be accessed without using an application. The aim of this study was to ascertain the developmental process, validity, and practicality of Scratch. This study employs the ADDIE development model, comprising 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The subjects of this study were students of class V-A at SDN 004 Samarinda Ulu and 1 teacher of class V-A. The result of this research is Scratch interactive learning media in the form of links that can be used without using the application. This media has been tested for validity and practicality by several experts and responses from research subjects. The validity assessment from linguists scored 86% in a very decent category, the validity assessment from material experts scored 84% in a very decent category, and the validity assessment from media experts scored 86% in a very decent category. Practicality assessment was carried out through small-scale and large-scale trials. The practicality of small-scale trials on students obtained an assessment of 83% with a very feasible category. The practicality of large-scale trials on students obtained an assessment of 87% with a very feasible category and the practicality of large-scale trials on educators obtained an assessment of 96% with a very feasible category. Based on these stages, this Scratch media can be used in the classroom as an interactive learning media.
DEVELOPMENT OF THE EDUCATIONAL GAME ‘FRACTIFY’ BASED ON CONSTRUCT 3 SOFTWARE AS A LEARNING MEDIA FOR FRACTION MATERIAL IN FOURTH GRADE ELEMENTARY SCHOOL Anggoro, Rizky Tri; Arafah, Andi Asrafiani; Sukriadi, Sukriadi; Rahmi, Rosita Putri; Iksam, Iksam; Wahyuningsih, Tri
JURNAL NALAR PENDIDIKAN Vol 12, No 2 (2024): JURNAL NALAR PENDIDIKAN
Publisher : Lembaga Penelitian Mahasiswa Penalaran UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jnp.v12i2.66685

Abstract

This study aims to develop Fractify, an educational game designed as an engaging and enjoyable learning tool for fraction concepts. The research utilizes a Research and Development (R&D) method with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The study was conducted with fourth-grade students and teachers from SD Negeri 021 Sungai Kunjang, with data collected through questionnaires, interviews, and observations. The validation results show that Fractify is highly valid, with scores of 92% from content experts, 90% from language experts, and 90% from media experts. Teacher and student responses were also very positive, with a practicality score of 88% from teachers, 94% from students in a small-scale trial, and 92% in a large-scale trial. Additionally, N-Gain data indicated an improvement in student understanding from pre-test to post-test, with an average N-Gain score of 0.6 (medium category), proving that Fractify is effective in enhancing mathematics learning. In conclusion, Fractify is effective and suitable for use as a learning tool for teaching fractions in elementary schools.
Pengembangan MARBIKA (Media Pembelajaran dengan Etnomatematika) Berbasis Google Sites pada Materi Pola Gambar dan Pola Bilangan Kelas IV Aprilia, Nadia Azizah; Arafah, Andi Asrafiani; Sukriadi, Sukriadi; Rahmi, Rosita Putri; Iksam, Iksam; Wahyuningsih, Tri
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 8 No 2 (2024): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 8 Nomor 2 Tahun 2024
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v8i2.3245

Abstract

Penelitian ini bertujuan untuk menghasilkan MARBIKA (media pembelajaran dengan etnomatematika) berbasis google sites yang valid, praktis, dan efektif digunakan dalam pembelajaran. Penelitian ini menggunakan metode penelitian research and development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Pendidikan Indonesia saat ini telah memasuki era society 5.0 dimana pada era ini aktivitas masyarakat bergantung pada jaringan internet, tak terkecuali dalam kegiatan pembelajaran. Pengembangan MARBIKA ini diharapkan mampu memfasilitasi peserta didik dalam belajar matematika melalui media pembelajaran berbasis teknologi digital berupa google sites yang disertai pendekatan etnomatematika. Kebaruan dalam penelitian ini dari penelitian relevan sebelumnya adalah penelitian ini menekankan pada penerapan konsep-konsep etnomatematika yang ada di Kalimantan Timur. Subjek dalam penelitian ini adalah peserta didik kelas IV SD Negeri 007 Sungai Kunjang Samarinda. Hasil penilaian uji validasi media oleh para ahli memperoleh kategori “sangat valid” dengan persentase skor validasi 93,3% dari ahli materi, 92% dari ahli media, dan 83,3% dari ahli bahasa. Hasil penilaian kepraktisan media pembelajaran memperoleh kategori “sangat praktis” dengan persentase skor kepraktisan dari uji coba kelompok kecil sebesar 87,3%, uji coba kelompok besar 95,3%, dan respon guru sebesar 96%. Adapun keefektifan media pembelajaran memperoleh persentase 70% dengan kategori efektif. Dapat disimpulkan bahwa media pembelajaran MARBIKA yang dikembangkan valid, praktis, dan efektif digunakan dalam pembelajaran.