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PENGEMBANGAN APLIKASI GEOMETRY OF MATHEMATICS (GEOMATHICS) DENGAN METODE GAMIFIKASI UNTUK MENGATASI LEARNING LOSS PASCA PANDEMI Purnama, Sephia Rahayu; Dari, Sekar Wulan; Ilham, Slamet Muhammad; Kristianti, Lina; Prasetyani, Tamara Jasmine; Nurfahrudianto, Aan
JURNAL KOULUTUS Vol. 5 No. 2 (2022): JURNAL KOULUTUS
Publisher : LPPM Universitas Kahuripan Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51158/koulutus.v5i2.825

Abstract

This study originaled from students problems who identificated a learning loss during Pandemic COVID-19. Starting that problem there is a need for a learning media that can be used by students to reduce the danger of learning loss. This research was conducted with R&D approach (Research and Development), which produces a learning media by adapting the method of ADDIE.. The purpose of this research is to create an android application-based learning media, namely Geometry of Mathematics (GEOMATHICS) to overcome Learning Loss with the gamification method. The results obtained from the validation indicate that the GEOMATHICS application has met the eligibility criteria for learning media obtained from the validation results with the results of the assessment being 80% from material experts, 90% from media experts and 94% from practicing experts. With the results obtained the average assessment of learning media is 88%, which is included in the very good category and does not need to be revised. Therefore, the results of data analysis obtained have answered the problem formulation, namely the GEOMATHICS application has met the eligibility criteria to be applied in the learning process at SMP Plus Rahmat Kediri.
ETHNOMATHEMATICS EXPLORATION PETILASAN SRI AJI JAYABAYA KEDIRI DISTRICT Kristianti, Lina; Jatmiko, Jatmiko
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.1215

Abstract

Study This done for explore elements​​ mathematics (ethnomathematics) in Petilasan Sri Aji Jayabaya. Method used in study This that is descriptive qualitative with approach ethnography. Data used is the data obtained through studies literature; observation; interview; and documentation. Data analysis techniques using Miles and Huberman's methods include data reduction, data presentation, as well Conclusion drawing and verification. Aspect culture from Reminiscences of Sri Aji Jayabaya obtained from studies literature and interviews. Aspect mathematical from Reminiscences of Sri Aji Jayabaya obtained from results observations made.​ Documentation Alone used as supporting data that has been obtained through studies literature; interview; and observation. Result of study This is there is elements​​ mathematics (ethnomathematics) in Petilasan Sri Aji Jayabaya; that is draft mirroring; get up room side flat; get up room side curved; and wake up flat.
WALLANGAN: Pengembangan Media Pembelajaran Berbasis Gamification Berbantuan Word Wall Materi Pola Bilangan Kristianti, Lina; Santia, Ika; Hima, Lina Ruhatul
Jurnal Derivat: Jurnal Matematika dan Pendidikan Matematika Vol. 12 No. 2 (2025): Jurnal Derivat (Agustus 2025)
Publisher : Pendidikan Matematika Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/j.derivat.v12i2.7684

Abstract

The purpose of this study is to develop gamification-based learning media assisted by the word wall platform for technology adaptation and learning tools. This study uses the research and development (RnD) method with the ADDIE model consisting of 5 stages, namely analysis, design, development, implementation, and evaluation. The analysis stage is carried out by conducting needs analysis through interviews with teachers and observations; the design stage is carried out by designing Wallangan learning media; the development stage is carried out by producing media and validating; the implementation stage is carried out by testing the media; the evaluation stage is carried out by measuring the validity of the WALLANGAN media. This study was conducted at SMP Negeri 4 Pare, Kediri Regency, East Java. The results of the validity by media experts obtained an average of 86% (very valid), validation by material experts an average of 80% (valid), validation by practitioners an average of 95% (very valid). The WALLANGAN learning media has been declared feasible and valid for use in learning mathematics on number pattern material. Keywords: Research and development, ADDIE, gamification, WALLANGAN