PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS REALISTIC MATEMATICS EDUCATION PADA MATERI PERSAMAAN DAN PERTIDAKSAMAAN NILAI MUTLAK - Zeni Kharomah Setiyowati; Jazim Ahmad; Swaditya Rizki (EMTEKA: Jurnal Pendidikan Matematika, 2020)
ABSTRAK Pengembangan multimedia interaktif berbasis Realistic Mathematics Education (RME) pada materi Persamaan dan Pertidaksamaan Nilai Mutlak Satu Variabel bertujuan menghasilkan produk yang layak dan praktis. Penelitian dan pengembangan ini menggunakan Four D Model atau 4-D yang terdiri dari Define, Design, Develop dan Disseminate. Instrumen dalam penelitian pengembangan menggunakan angket validasi ahli materi dan ahli media untuk mengetahui kriteria kelayakan, angket respon peserta didik dan angket wawancara untuk mengetahui kriteria kepraktisan. Analisis data terbagi menjadi 2 yaitu data kuantitatif berupa persentase dan kualitatatif berupa deskripsi. Persentase kelayakan materi sebesar 72% dan 76,8% dengan interpretasi kuat, kelayakan media sebesar 71,2% dan 76% dengan interpretasi kuat sedangkan kepraktisan sebesar 80,16% dengan interpretasi sangat kuat. Berdasarkan hasil penelitian dan pengembangan dapat disimpulkan bahwa produk berupa multimedia interaktif berbasis Realistic Mathematics Education (RME) pada materi Persamaan dan Pertidaksamaan Nilai Mutlak layak dan sangat praktis. Sehingga penggunaan multimedia interaktif dapat mempermudah peserta didik dalam memahami materi pembelajaran dan menunjang tercapainya tujuan pembelajaran. Kata kunci: multimedia interaktif; nilai mutlak; pengembangan; RME ABSTRACT The development of Realistic Mathematics Education (RME) based interactive multimedia on the Equations and Inequality of Absolute One Variable Value aims to produce instructional products that are feasible and practical. This research and development uses the Four D Model or 4-D which consists of Define, Design, Develop, and Disseminate. The instruments used are material and instructional media validation questionnaires from experts to know the eligibility criteria. Besides, it uses a questionnaire of students' responses and interviews to determine practicality criteria. The data analysis is divided into two: quantitative data in the form of percentages, and qualitative in the form of descriptions. The percentage of material feasibility is 72% and 76,8% with strong interpretation. On the other hand, the feasibility of media is 71,2%, and 76% with strong interpretation. While the practicality is 80,16% with very strong interpretation. Based on the results of research and development, it can be concluded that the product in the form of Realistic Mathematics Education (RME) based interactive multimedia on the Equations and Inequality of Absolute One Variable Value is feasible and very practical. So that the use of interactive multimedia can make students easier to understand learning materials and support the achievement of learning objectives. Keywords: absolute value; development; interactive multimedia; RME