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PEMBELAJARAN INTERAKTIF BERBASIS CANVA SMP 03 SATAP LUBUK BESAR Sari, Dea Julita; Risnanosanti, Risnanosanti
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2024): Volume 5 No. 3 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i3.28683

Abstract

Pembelajaran Matematika bertujuan untuk dapat mengembangkan kemampuan menghitung mengukur, dan dapat menggunakan rumus matematika yang digunakan serta diperlukan dalam kehidupan nyata melalui materi Aljabar, Geometri, statistika dan lain-lain. Dalam mengatasi permasalahan diatas maka dibuatlah media interaktif berbentuk canva yang bertujuan agar dapat meningkatkan kemampuan berfikir dan minat belajar peserta didik terutama untuk kelas VIII SMP 03 Satap Lubuk Besar. Kegiatan berlangsung di SMP N 03 Satap Lubuk Besar, Desa Batu Beriga, Kecamatan Lubuk Besar,Kabupaten Bangka Tengah, Provinsi Kepulauan Bangka Belitung. hasil observasi mengenai minat belajar peserta didik,  diperoleh beberapa  indikator dalam minat belajar peserta didik seperti Perhatian, Ketertarikan serta keterlibatan peserta didik dalam pembelajaran berlangsung. Penerapan media pembelajaran interaktif berbasis Canva dapat meningkatkan semangat serta minat belajar peserta didik dalam mempelajari materi Bentuk Aljabar, mata  pelajaran Matematika SMP dengan tampilan yang menarik
Konsep operasi hitung metode permainan kucing-kucing Sari, Dea Julita; Asmara, Adi; Masri, Masri
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 10 No 1 (2024): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v10i1.22218

Abstract

The aim of this research is to identify the elements of integer counting operations contained in the cat-cat game and to clarify its contribution in the context of mathematics education and preserving local culture. The method in this research is a qualitative descriptive approach with data collection carried out through direct observation during the game and focusing on player interactions and the strategies used when playing the kucing-kucing game. The results of the research show that the cat-cat game contains elements of the concept of integer counting operations, namely multiplication, division, addition and subtraction (Kabataku), especially related to the rules of the game using 12 cat-cats and a tennis ball as the tools used in the game. This makes a significant contribution in the context of mathematics education, showing the potential of traditional games as a meaningful learning resource. This research emphasizes the importance of maintaining and introducing traditional games in efforts to preserve cultural heritage and provide interesting learning alternatives for students.