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Meningkatkan Minat dan Hasil Belajar Matematika melalui Media Audio Visual pada Siswa SDN 13 Tappong Bachri, Saiful; Tri Bondan Kriswinarso; Lis Sugianto; Sukmawati
Indo-MathEdu Intellectuals Journal Vol. 5 No. 1 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i1.898

Abstract

This study aims to describe about increasing interest and learning outcomes through the application of visual audiovisual media to mathematical learning. This type of research is This type of research is class action research, The design of this research begins with planning, action, observation and reflection. This research was done at SDN 13 Tappong. The subjects in the study were 26 students consisting of 16 female students and 10 male students. This research instrument consists of an observation sheet on the implementation of learning and a sheet of observation of student activity, elevation of interest in learning, test of learning outcomes and documentation. Based on the results of the study, showed that there was an increase in the learning outcomes and interest of students after learning activities using visual audio media, starting from cycle I and cycle II and has experienced an increase, Cycle I learning outcome of students who achieved the Criteria of Success of 34.62%, student interest in learning reached 62%, and for Cycle II student learning output who reached the criteria of success of students of 92.31% and student learning interest reached 90%. Thus, it can be concluded that the use of visual media audio can improve the interest and learning results of SDN 13 Tappong students
Meningkatkan Minat dan Hasil Belajar Matematika melalui Media Audio Visual pada Siswa SDN 13 Tappong Bachri, Saiful; Tri Bondan Kriswinarso; Lis Sugianto; Sukmawati
Indo-MathEdu Intellectuals Journal Vol. 5 No. 1 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i1.898

Abstract

This study aims to describe about increasing interest and learning outcomes through the application of visual audiovisual media to mathematical learning. This type of research is This type of research is class action research, The design of this research begins with planning, action, observation and reflection. This research was done at SDN 13 Tappong. The subjects in the study were 26 students consisting of 16 female students and 10 male students. This research instrument consists of an observation sheet on the implementation of learning and a sheet of observation of student activity, elevation of interest in learning, test of learning outcomes and documentation. Based on the results of the study, showed that there was an increase in the learning outcomes and interest of students after learning activities using visual audio media, starting from cycle I and cycle II and has experienced an increase, Cycle I learning outcome of students who achieved the Criteria of Success of 34.62%, student interest in learning reached 62%, and for Cycle II student learning output who reached the criteria of success of students of 92.31% and student learning interest reached 90%. Thus, it can be concluded that the use of visual media audio can improve the interest and learning results of SDN 13 Tappong students
Pengembangan Media Pembelajaran dengan Teknologi Augmented Reality pada Materi Bangun Ruang Sisi Lengkung dan Pengaruhnya terhadap Hasil Belajar Matematika Siswa Lis Sugianto; Hikmah, Hikmah; Kriswinarso, Tri Bondan; Sukmawati, Sukmawati; Basir, Fahrul
Venn: Journal of Sustainable Innovation on Education, Mathematics and Natural Sciences Vol. 4 No. 3 (2025): Matematika, IPA, dan Pembelajarannya
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/venn.v4i3.302

Abstract

Penelitian ini bertujuan untuk merancang media pembelajaran bangun ruang sisi lengkung berbasis Augmented Reality di Madrasah Tsanawiyah Batusitanduk serta untuk mengetahui pengaruhnya terhadap hasil belajar matematika siswa. Jenis penelitian yang di gunakan dalam penelitian ini adalah metode Research and Development (R&D) dengan menggunakan model ADDIE (Analysis, Design, Developmen, Implementation, Evaluation), kemudian untuk mengetahui pengaruh media tersebut terhadap hasil belajar matematika siswa menggunakan penelitian eksperimen dengan melibatkan siswa kelas VIII MTs Batusitanduk sebagai kelas eksperimen. Media pembelajaran ini dibuat menggunakan aplikasi Unity. Hasil menunjukkan bahwa pengujian terhadap sistem aplikasi ini menggunakan pengujian Black box mendapatkan penilaian dengan kriteria sangat baik dan lulus pengujian. Aplikasi media pembelajaran bangun ruang sisi lengkung telah teruji validitasnya dengan nilai rata-rata 3,85 dari ahli media sehingga di katakan sangat valid untuk di gunakan. Dari hasil analisis data angket respon siswa di peroleh rerata peniliaian respon siswa sebesar 3,00 yang berada pada kategori cenderung positif (2,5 < < 3,5). Selain itu, berdasakan 3 kriteria pengaruh media pembelajaran terhadap hasil belajar diperoleh yakni: (1) rata-rata nilai gain ternormalisasi lebih besar dari 0,299; (2) Rata-rata nilai posttest melampui nilai KKM atau lebih dari 74,9; dan (3) Persentase ketuntasan klasikal lebih dari 84,9%. Dengan demikian secara umum media pembelajaran dengan teknologi augmented reality berpengaruh dan dapat meningkatkan hasil belajar matematika siswa dalam pembelajaran matematika siswa kelas VIII MTs Batusitanduk.
Meningkatkan Minat dan Hasil Belajar Matematika melalui Media Audio Visual pada Siswa SDN 13 Tappong Bachri, Saiful; Tri Bondan Kriswinarso; Lis Sugianto; Sukmawati
Indo-MathEdu Intellectuals Journal Vol. 5 No. 1 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i1.898

Abstract

This study aims to describe about increasing interest and learning outcomes through the application of visual audiovisual media to mathematical learning. This type of research is This type of research is class action research, The design of this research begins with planning, action, observation and reflection. This research was done at SDN 13 Tappong. The subjects in the study were 26 students consisting of 16 female students and 10 male students. This research instrument consists of an observation sheet on the implementation of learning and a sheet of observation of student activity, elevation of interest in learning, test of learning outcomes and documentation. Based on the results of the study, showed that there was an increase in the learning outcomes and interest of students after learning activities using visual audio media, starting from cycle I and cycle II and has experienced an increase, Cycle I learning outcome of students who achieved the Criteria of Success of 34.62%, student interest in learning reached 62%, and for Cycle II student learning output who reached the criteria of success of students of 92.31% and student learning interest reached 90%. Thus, it can be concluded that the use of visual media audio can improve the interest and learning results of SDN 13 Tappong students
Pengembangan Aplikasi Virtual Tour Cagar Budaya Kota Palopo Sebagai Media Informasi Safwan Kasma; Lis Sugianto
Peripheral: Jurnal Ilmu Komputer Vol. 2 No. 1 (2026)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/peripheral.v2i1.8162

Abstract

Kota Palopo memiliki beragam cagar budaya yang bernilai sejarah tinggi, namun penyampaian informasi mengenai cagar budaya tersebut masih terbatas dan belum disajikan secara interaktif. Keterbatasan media informasi menyebabkan masyarakat kesulitan memperoleh informasi yang lengkap terkait sejarah, lokasi, dan bentuk arsitektur cagar budaya yang tersebar di wilayah Kota Palopo. Penelitian ini bertujuan untuk merancang dan membangun aplikasi Virtual Tour Reality360 Derajat sebagai media informasi cagar budaya Kota Palopo berbasis web serta mengetahui respon masyarakat terhadap aplikasi yang dikembangkan. Metode penelitian yang digunakan adalah Research and Development (R&D)dengan model pengembangan Multimedia Development Life Cycle (MDLC) yang meliputi tahap konsep, perancangan, pengumpulan materi, pembuatan, pengujian, dan distribusi. Aplikasi dikembangkan menggunakan beberapa perangkat pendukung, yaitu WordPress, Lapentor, Google Camera (GCam), CorelDraw, dan Botika Online Text to Speech. Objek penelitian meliputi lima cagar budaya utama di Kota Palopo, yaitu Istana Datu Luwu, Gereja PNIEL, Mess Belanda, Makam Lokkoe, dan Makam Belanda Salobulo. Pengujian sistem dilakukan menggunakan black box testing serta validasi oleh ahli media. Hasil validasi ahli menunjukkan nilai rata-rata sebesar 3,81 dengan kategori sangat valid. Sementara itu, hasil respon masyarakat memperoleh nilai rata-rata 3,71 dengan kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa aplikasi Virtual Tour Reality 360 Derajat Cagar Budaya Kota Palopo layak digunakan sebagai media informasi dan promosi cagar budaya serta mampu membantu masyarakat dalam memperoleh informasi secara visual, interaktif, dan mudah diakses.