Suryo Bintoro, Henry
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MEDIA GAMES INTERAKTIF BERBASIS WEB DENGAN PROBLEM BASED LEARNING (PBL) UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA Franoto, Okfian Ari; Sumaji, Sumaji; Suryo Bintoro, Henry
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 3 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i3.11819

Abstract

Secara umum hasil belajar matematika siswa masih rendah sehingga  perlu penerapan model Problem Based Learning (PBL) yang berbantuan media pembelajaran interaktif. Penelitian ini bertujuan untuk menganalisis efektivitas penerapan. Problem Based Learning (PB)L berbantuan game untuk  meningkatkan hasil belajar  siswa.  Penelitian ini mengaplikasikan Research and Development yang dikembangkan oleh Sugiyono menggunakan model Brog and Gall dengan 10 langkah penelitian yang disederhanakan dan disesuaikan menjadi 7 langkah penelitian sesuai kebutuhan peneliti, yaitu (1) analisis potensi dan masalah, (2) pengumpulan informasi, (3) desain produk, (4)  validasi desain,  (5) revisi desain, (6) uji coba produk dan (7) revisi produk. Triangulasi data digunakan untuk menjamin validitas instrumen dengan cara membandingkan antara informasi melalui observasi, wawancara maupun dokumen.  Hasil penelitian penerapan  model Problem Based Learning (PBL) berbantuan media pembelajaran interaktif  sangat layak digunakan dalam proses pembelajaran. Terdapat tiga validator yaitu  ahli media, materi, dan bahasa menunjukkan hasil yang sangat tinggi, dengan persentase masing-masing 92,65%, 96,4%, dan 92,65%, mengkategorikan media ini sebagai "sangat layak". Respon dari guru dan siswa juga sangat positif, dengan rata-rata nilai 97,3% untuk guru dan 97,5% untuk siswa,  Oleh karena itu, penerapan model Problem Based Learning (PBL) berbantuan media  game  interaktif  dapat dikatakan   efektif dan layak digunakan dalam meningkatkan hasil belajar siswa.In general, students' mathematics learning outcomes are still low, so it is necessary to apply the Problem-Based Learning (PBL) model assisted by interactive learning media. This study aims to determine the effectiveness of the application of game-assisted Problem-Based Learning (PBL) to improve student learning outcomes. This study applies Research and Development developed by Sugiyono using the Brog and Gall model with 10 embedded research steps and adjusted to 7 research steps according to the researcher's needs, namely (1) analysis of potential and problems, (2) information collection, (3) product design, (4) design validation, (5) design revision, (6) product trial and (7) product revision. Data triangulation is used to ensure the validity of the instrument by comparing information through observation, interviews, and documents. The results of the study on the application of the Problem-Based Learning (PBL) model assisted by interactive learning media are very suitable for use in the learning process. There are three validators, namely media, material, and language experts, who show very high results, with percentages of 92.65%, 96.4%, and 92.65%, respectively, categorising this media as "very suitable". The responses from teachers and students were also very positive, with an average score of 97.3% for teachers and 97.5% for students. Therefore, the application of the Problem-Based Learning (PBL) model assisted by interactive game media can be said to be effective and suitable for use in improving student learning outcomes.
EFEKTIVITAS MODEL PEMBELAJARAN REALISTIC MATHEMATICS EDUCATION BERBANTUAN MEDIA TRIQUMATH TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA SMP Lilik Puspita, Leila; Sumaji; Suryo Bintoro, Henry
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57113

Abstract

Mathematical problem-solving ability is one of the essential competencies in mathematics learning because it helps students understand, analyze, and solve various problems systematically. However, the mathematical problem-solving ability of most students is still relatively low, causing difficulties in solving mathematical problems. This study aimed to analyze the effectiveness of the Realistic Mathematics Education (RME) learning model assisted by TriquMath media on students’ mathematical problem-solving ability. This research employed a quantitative approach using a quasi-experimental design with a nonequivalent pretest-posttest control group design. The population consisted of all seventh-grade students of SMP Negeri 1 Mejobo, totaling 317 students. The sample comprised 64 students, including 32 students from class VII B as the experimental group and 32 students from class VII E as the control group. Data were collected through tests, interviews, and documentation. The results showed that there was a significant difference in students’ mathematical problem-solving ability before and after the implementation of the RME learning model assisted by TriquMath media. The N-Gain score of 0.60 indicated a moderate level of improvement. Furthermore, the average posttest score of the experimental group was 86.30, which was higher than that of the control group at 38.48. The RME learning model assisted by TriquMath media was effective in improving students’ mathematical problem-solving ability. The implication of this study is that the RME learning model assisted by TriquMath media can serve as an alternative approach for mathematics teachers in designing more contextual, interactive, and effective learning activities to enhance students’ mathematical problem-solving ability.