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Evaluating interactive e-module for contextual teaching and learning linear equation in one variable Rachmawati, Lina; Rusmining, Rusmining
Bulletin of Applied Mathematics and Mathematics Education Vol. 3 No. 2 (2023)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/bamme.v3i2.9825

Abstract

This research is motivated by the lack of teaching materials used in the mathematics learning process. On the other hand, students still struggle to solve story problems related to contextual issues. Therefore, this research aims to develop a product in the form of an interactive E-Module based on Contextual Teaching and Learning (CTL) for 7th-grade students and to evaluate the validity and practicality of the product. This type of research is developmental research using the ADDIE research model (Analyze, Design, Development, Implementation, & Evaluation). The results of the research show that the assessment of the interactive E-Module obtained an average score of 3.68 by subject matter experts with a category of very valid and an average of 3.6 by media experts with a category of very valid. Meanwhile, for student responses, it obtained a percentage of 90.72% in the small-scale trial with very practical criteria and a percentage of 85.95% with very practical criteria in the large-scale trial. Based on these results, it can be concluded that the interactive e-module based on CTL is strongly valid and very practical, making it suitable for use in learning.
Development of Game-based Learning Media Using the Quizwhizzer Application on the Topic of Mathematical Logic Pratama, Arga Bagus; Rachmawati, Lina; Sulisworo, Dwi
Pena: Jurnal Ilmu Pengetahuan dan Teknologi Vol. 39 No. 2 (2025): PENA SEPTEMBER 2025
Publisher : LPPM Universitas Pekalongan

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Abstract

This study aims to develop a game-based learning media using the Quizwhizzer application for 12th-grade students at SMK Muhammadiyah 1 Sleman. This product is created based on the analysis of students' needs and issues. Data for the analysis is derived from student surveys and interviews with mathematics teachers. The game-based learning media is developed using the ADDIE model, with the first step being Analysis, the second Design, the third Development, the fourth Implementation, and the fifth Evaluation. The product is developed based on validation results from media and content experts. It is found that the game-based learning media using the Quizwhizzer application falls into the category of highly valid, with an average media expert validation score of 3.00 and content expert validation score of 3.33. Furthermore, student responses indicate that the developed product is highly practical for use among 12th-grade students at SMK Muhammadiyah 1 Sleman, with a practicality percentage of 84.16%. Keywords: Quizwhizzer, Mathematical Logic, Game.