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Contact Name
Ira Vahlia
Contact Email
emteka@ummetro.ac.id
Phone
+6285768428721
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emteka@ummetro.ac.id
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Jalan Ki Hajar Dewantara Iringmulyo Metro Timur Lampung
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INDONESIA
EMTEKA: Jurnal Pendidikan Matematika
ISSN : 27465608     EISSN : 27465594     DOI : https://doi.org/10.24127
Core Subject :
Jurnal Pendidikan Matematika adalah jurnal penelitian di bidang pendidikan matematika memiliki fokus dan ruang lingkup R&D, Kuantitatif, Kualitatif, Korelasi dan Regresi, ICT based learning or IR 4.0, Scientific learning, Realistic Mathematics Education, Contextual Learning, Islamic studies on Mathematics, High order thinking skills (HOTS), Creative thinking, Critical thinking, dsb
Arjuna Subject : -
Articles 151 Documents
PENGEMBANGAN MEDIA KOMIK MATEMATIKA BERBASIS WEBTOOM KELAS VII MATERI ARITMATIKA SOSIAL DENGAN PENDEKATAN REALISTIC MATHEMATIC EDUCATION (RME) Nava Margi Dayana; Satrio Wicaksono Sudarman; Sutrisni Andayani
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 1 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i1.1287

Abstract

ABSTRAK Peserta didik sulit memehami bahan ajar yang disediakan sekolah, peserta didik lebih mudah mengingat materi jika dikaitkan dengan kehidupan sehari-hari dan belum terdapat media komik berbasis webtoon dalam pembelajaran matematika sesuai dengan analisis kebutuhan. Oleh karena itu penelitian ini bertujuan untuk mengetahui kelayakan dan kepraktisan pengembangan media komik matematika berbasis webtoon kelas VII materi aritmatika sosial dengan pendekatan Realistic Mathematic Education (RME). Jenis penelitian ini merupakan penelitian pengembangan yang menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation), tahap implementation tidak digunakan hanya terfokus pada pengembangan produk, tahap evaluation dilakukan berdasarkan komentar dan saran. Instrument yang digunakan lembar validasi dan kepraktisan. Teknik analisis data validasi ahli materi dilakukan oleh dua validator, dan hasil yang didapat adalah 83% dengan kriteria sangat layak. validasi ahli media dilakukan oleh dua validator, dan hasil yang didapat adalah 84% atau berada pada kriteria sangat layak. uji coba kelompok kecil dilakukan oleh 10 peserta didik, dan hasil dari uji kelompok kecil adalah 96% atau berada pada kriteria sangat praktis. Berdasarkan proses validasi dan proses uji kelompok kecil maka pengembangan media komik matematika berbasis webtoon kelas VII materi aritmatika sosial dengan pendekatan Realistic Mathematic Education (RME) dinyatakan layak dan praktis. Kata kunci: bahan ajar; media; pengembangan; realistic mathematic education (RME); webtoon ABSTRACT Students find it difficult to understand the teaching materials provided by the school, students are easier to remember the material when it is associated with daily life and there is no webtoon-based comic media in mathematics learning according to needs analysis. Therefore, this study aims to determine the feasibility and practicality of developing webtoon-based mathematics comic media for class VII social arithmetic material with the Realistic Mathematical Education (RME) approach. This type of research is a development research that uses the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation), the implementation phase is not used only focused on product development, the evaluation phase is carried out based on comments and suggestions. The instrument used is a validation sheet and practicality. The data analysis technique of material expert validation was carried out by two validators, and the results obtained were 83% with very feasible criteria. media expert validation was carried out by two validators, and the results obtained were 84% or were in the very feasible criteria. The small group trial was conducted by 10 students, and the results of the small group test were 96% or were in very practical criteria. Based on the validation process and the small group test process, the development of webtoon-based mathematics comic media for class VII social arithmetic material with the Realistic Mathematical Education (RME) approach was declared feasible and practical. Keywords: teaching materials; media; development; realistic mathematical education (RME); webtoon
PENGEMBANGAN BAHAN AJAR BERBASIS PROBLEM BASED LEARNING PADA MATERI LINGKARAN KELAS VIII Fadila Elviolita Ahmadika; Jazim Ahmad; Sutrisni Andayani
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 1 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i1.1289

Abstract

ABSTRAK Penelitian ini bertujuan untuk menghasilkan bahan ajar matematika berbasis problem based learning pada materi lingkaran kelas VIII SMP Negeri 07 Metro yang layak dan praktis. Bahan ajar berbasis Problem Based Learning merupakan bahan ajar yang berbasis masalah untuk membantu peserta didik dalam menyelesaikan masalah autentik dan bermakna melalui langkah-langkah mengorientasi masalah, mendefinisikan masalah, eksperimen untuk mendapatkan penjelasan, mempresentasikan hasil, dan kesimpulan. Subjek penelitian ini adalah peserta didik kelas VIII F SMP Negeri 07 metro sebanyak 10 orang. Penelitian ini merupakan penelitian pengembangan, menggunakan model 4D yaitu Define (pendefinisian), Design (perancangan), Develope (pengembangan), Disseminate (penyebaran). Pada tahap define, dianalisis kompetensi yang diharapkan, prosedur dan konsep matematika. Pada tahap design, diperoleh rancangan awal dan format bahan ajar dan pada tahap develope dilakukan validasi ahli materi dan ahli media. Tahap Disseminate dilakukan melalui ujicoba skala terbatas. Berdasarkan hasil pengembangan diperoleh bahwa: 1) Bahan ajar berbasis problem based learning memenuhi kriteri sangat layak dengan nilai sebesar 88%, 2) Bahan ajar berbasis problem based learning memenuhi kriteri sangat praktis dengan nilai sebesar 89 %. Kesimpulan dalam penelitian ini adalah bahan ajar berbasis problem based learning pada materi lingkaran layak dan praktis digunakan oleh siswa kelas VIII F SMP Negeri 07 Metro. Kata kunci: Pengembangan bahan ajar, Problem Based Learning ABSTRACT This research aims to produce mathematical teaching materials based on problem based learning in class VIII circle material at SMP Negeri 07 Metro that are valid and practical. Teaching materials based on problem based learning are teaching materials to help students solve authentic and meaningful problems through the steps: orienting the problem, defining the problem, experimenting to get an explanation, presenting the results, conclusions. The subject of this research is class VIII F of SMP Negeri 07 metro with 10 students. This research is a development research, using a 4D model, namely Define, Design, Develop, Disseminate. In the define stage, the expected competencies, procedures and mathematical concepts are analyzed. At the design stage, the initial design and format of teaching materials are obtained and the development stage is validated by material experts and media experts. The Disseminate stage was carried out through small group trials. Based on the results of the development, it was found that: 1) Problem-based learning-based teaching materials met very valid criteria with values of 88%, 2) Problem-based learning-based teaching materials met very practical criteria with a score of 89 %. The conclusion in this study is that problem-based learning teaching materials on circle material are valid and practical for use by class VIII F students of SMP Negeri 07 Metro. Keywords: Development of teaching materials, Problem Based Learning
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS POWERPOINT BERBANTUAN APLIKASI INSTAGRAM PADA MATERI PELUANG Trisca Dwi Ravilla; Rahmad Bustanul Anwar; Satrio Wicaksono Sudarman
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 1 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i1.1418

Abstract

ABSTRAK Matematika merupakan mata pelajaran pada setiap jenjang pendidikan baik di sekolah dasar hingga perguruan tinggi. Sesuai dengan Peraturan Menteri Pendidikan Nasional Nomor 22 Tahun 2006 pada Standar Isi Mata Pelajaran Matematika dinyatakan bahwa tujuan mata pelajaran matematika di sekolah yaitu agar peserta didik memiliki kemampuan memahami konsep matematika, menjelaskan keterkaitan antar konsep, dan mengaplikasikan konsep secara lugas, akurat, efisien, sehingga dapat memecahkan masalah yang meliputi kemampuan memahami masalah, merancang model matematika, menyelesaikan model dan menafsirkan solusi yang diperoleh. Penelitian ini merupakan jenis penelitian Research and Development (R&D). Pada penelitian ini yaitu menghasilkan sebuah produk berupa media pembelajaran berbasis powerpoint berbantuan aplikasi instagram pada materi peluang yang valid dan praktis. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Tahap implementasi tidak dilakukan, karena tujuan penelitian ini hanya sebatas menghasilkan suatu produk yang valid dan praktis untuk diimplementasikan. Kevalidan produk ditunjukkan melalui penilaian validator yang terdiri dari 2 ahli materi dan 2 ahli media. Sedangkan kepraktisan media pembelajaran ditunjukkan melalui uji coba pemakaian dengan kelompok kecil sebanyak 10 orang peserta didik. Penelitian ini memperoleh validasi ahli materi dengan rata-rata persentase sebesar 83% dan rata-rata persentase 94% dari ahli media. Dengan demikian hasil validasi dari kedua ahli memperoleh rata-rata persentase sebesar 89% dengan kriteria sangat valid. Sedangkan dari uji coba pemakaian memperoleh rata-rata persentase sebesar 85% dengan kriteria sangat praktis. Berdasarkan hasil yang didapat, dapat disimpulkan bahwa pengembangan media pembelajaran berbasis powerpoint berbantuan aplikasi instagram pada materi peluang memenuhi kriteria valid dan praktis. Kata kunci : Media pembelajaran; pengembangan; powerpoint ABSTRACT This research is a type of Research an Development (R&D) research. This research is to produce a product in the form of powerpoint based learning media assisted by the Instagram on the material of opportunities that is valid and practical. This study uses the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The implementation phase was not carried out, because the purpose of this research was only to produce a product that was valid and practical to implement. The validity of the product is shown through the assessment of the validator consisting of 2 material experts and 2 media experts. While the practically of the learning media was demonstrated through a trial use with a small group of 10 students. The research obtained validation results from material experts with an average percentage of 83% and an average percentage of 94% from media experts. Thus, the validaton results from the two experts obtained an average of 89% with very valid criteria. Meanwhile, from the usage trial, it obtained an average percentage 85% with very practical criteria. Based on the results obtained, it can be concluded that the powerpoint based learning media assisted by the Instagram on the material of opportunities meets the valid and practical criteria. Keyword : development; learning media; powerpoint
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK (LKPD) BERBASIS INKUIRI TERBIMBING BERBANTU ALAT PERAGA PADA MATERI PELUANG Anita Anita; Rina Agustina; Yeni Rahmawati ES
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 1 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i1.1429

Abstract

ABSTRAK Peserta didik SMP masih mengalami kesulitan dalam memahami materi peluang yang ditunjukkan oleh hasil belajar peserta didik. kesulitan peserta didik dikarenakan kesulitan dalam menggunakan bahan ajar yang ada. Oleh karena itu, diperlukan bahan ajar tambahan untuk mendukung pembelajaran materi peluang yaitu berupa lembar kerja peserta didik (LKPD). Penelitian ini merupakan penelitian pengembangan yang bertujuan untuk mengembangkan lembar kerja peserta didik (LKPD) berbasis inkuiri terbimbing berbantu alat peraga pada materi pelung di SMP Negeri 3 Metro. Model pengembangan yang digunakan adalah model 4D atau Define, Design, Develop, dan Disseminate. Subjek dari penelitian ini adalah peserta didik kelas VIII SMP Negeri 3 Metro. Intrumen penelitian yang digunakan antara lain adalah angket validasi materi, angket validasi desain dan bahasa, dan angket respon peserta didik. Berdasarkan hasil pengembangan diperoleh hasil, yaitu produk telah memenuhi kriteria valid dan praktis. Kriteria valid dilihat dari segi materi, desain dan bahasa. Kriteria valid dari segi materi memperoleh persentase 70,60% dan 80,00%. Sedangkan dari segi desain dan bahasa diperoleh persentase sebesar 81,30% dan 90,60%. Berdasarkan persentase hasil uji validitas tersebut, LKPD sudah dinyatakan valid. Selanjutnya, hasil dari uji kepraktisan produk diperoleh persentase sebesar 90,00% dan memenuhi kriteria praktis. Hasil ini menunjukkan bahwa LKPD yang dikembangkan dapat digunakan dalam pembelajaran. Penelitian pengembangan yang dilakukan baru sampai pada tahap uji kepraktisan produk, dikarenakan adanya situasi yang tidak memungkinkan. Oleh karena itu, harapannya penelitian ini dapat dilanjutkan ke tahap uji efektivitas produk. Kata kunci: Inkuiri terbimbing; LKPD; pengembangan ABSTRACT The problem of junior hig school student is to understand the material. It is caused of the mathematics books that was used by student is difficult to understand. So, the students need another kind of resourches such as student’s worksheet. This research is research and development. The aim of this research is develop an student’s worksheet based on guided inquiry by using tools for probability material in junior high school 3 Metro. This research used 4D model or define, design, develop, and disseminate. The subject of this research are students of state junior high school 3 Metro especially VIII grade. The research instruments are observation’s interview, validation questionnaire, and student’s responce questionnarire. This research and development must be continue in the next project to idetified the efectivity of the product. This situation is caused of the world condition now. The product have material validity scores 70,60% and 80,00%. And then the design and language validity scores are 81,30% and 90,60%. The result of practical test is 90,00%, it means that the product can be used by students. So, the conclution of this research is the product of development can be used in the learning proccess. Keywords: Development; guided inquiry; student’s worksheet
PENGEMBANGAN HANDOUT MATEMATIKA BERBASIS ANDROID DENGAN MODEL CONTEXTUAL TEACHING AND LEARNING PADA MATERI ARITMATIKA SOSIAL Annisa Luthfi Maharani; Sudarman sudarman; Nurul Farida
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 1 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i1.1431

Abstract

ABSTRAK Berdasarkan permaslahan di lapangan ditemukan bahwa siswa mengalami kesulitan dalam mempelajari bahan ajar terutama saat pembelajaran daring. Oleh karena itu tujuan penelitian ini adalah mengembangkan produk berupa handout matematika berbasis android dengan model CTL pada materi aritmatika social yang valid dan praktis. Jenis penelitian ini merupakan Research and Development (R&D). Model yang digunakan pada penelitian ini adalah model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Handout berbasis android ini dilengkapi dengan model contextual teaching and learning dengan 7 komponen utama yaitu kontruktivisme, bertanya, menemukan, memodelkan, masyarakat belajar, menyimpulkan dan penilaian autentik sehingga memudahkan siswa dalam belajar karena mengaitkan materi dengan kehidupan sehari-hari. Penelitian ini dilakukan hanya sampai pada tahap valid dan praktis dengan menggunakan instrumen pengumpulan data yaitu angket validasi produk oleh ahli dan angket kepraktisan oleh peserta didik. Tingkat kevalidan produk ini dapat dilihat dari hasil validasi ahli materi dan ahli media. Hasil persentase penilaian validasi ahli materi adalah sebesar 81% serta hasil persentase penilaian ahli media adalah sebesar 85% dan kedua hasil tersebut termasuk dalam kategori sangat layak. Tingkat kepraktisan produk ini diperoleh dari hasil angket respon siswa oleh 10 reponden kelas VII SMP Negeri 6 Terbanggi Besar dengan rata-rata persentase sebesar 91% dan termasuk dalam kategori sangat praktis. Berdasarkan hasil yang diperoleh, dapat disimpulkan bahwa produk yang dikembangkan sangat valid dan praktis untuk digunakan. Kata kunci: android; aritmatika sosial; CTL; handout ABSTRACT The purpose of this research is to develop and produce a product in the form of an Android-based math handout with CTL model on social arithmetic material. This type of research is Research and Development . The model used in this study is the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). This android-based handout is equipped with a contextual teaching and learning model with 7 main components, namely constructivism, asking questions, discovering, modeling, learning communities, concluding and authentic assessments making it easier for students to learn because they relate the material to everyday life. This research was carried out only to the valid and practical stage using data collection instruments, namely product validation questionnaires by experts and practicality questionnaires by students. The level of validity of this product can be seen from the validation results of material experts and media experts. The percentage result of the material expert validation assessment is 81% and the percentage result of the media expert assessment is 85% and both results are included in the very feasible category. The level of practicality of this product is obtained from the results of student responses questionnaires by 10 respondents in class VII SMP Negeri 6 Terbanggi Besar with an average percentage of 91% and is included in the very practical category. Based on the results obtained, it can be concluded that the product developed is very valid and practical to use. Keywords: android; CTL; handouts; social arithmetic
ANALISIS FAKTOR KESULITAN BELAJAR MATEMATIKA SISWA SMP DALAM MENGOPTIMALKAN PEMBELAJARAN SECARA DARING Norhaliza Norhaliza; Selfiana Purnama Sari; Iin Ariyanti
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 2 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i2.1260

Abstract

This study aims to find out what are the factors that cause junior high school students to have difficulty in learning mathematics online. This type of research is a quantitative research, the method used in this research is descriptive by using a student response questionnaire instrument in the form of a Google Form which contains 12 statements derived from several indicators. The subjects in this study were students of class VIII SMP Negeri 2 Mandastana, totaling 31 students. The results of this study indicate that students' difficulties with online learning are relatively low with a percentage level of 41%, there is only one indicator that shows students' difficulties in online learning, namely the attitude indicator with a percentage of 60%. So it can be concluded that students are pretty good at online learning even though it is seen from the google form data that there are still obstacles that students experience in carrying out online mathematics learning but it does not give more influence.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA POWERPOINT INTERAKTIF BERBASIS REALISTIC MATHEMATIC EDUCATION (RME) DISERTAI GAME DI SMP NEGERI 5 METRO Icha Mawarinda; Sutrisni Andayani; Yeni Rahmawati
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 2 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i2.1325

Abstract

This study aims to produce interactive powerpoint mathematics learning media based on realistic mathematics education (RME) accompanied by games at SMP Negeri 5 Metro which are declared valid and practical. The research uses the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation), which only focuses on product development, thus the implementation stage is only carried out with a small group sample and the evaluation stage is carried out at each stage. The instruments used are material expert validation sheets, media, language and student response questionnaire sheets. Data analysis techniques used include data analysis validation and product practicality. Based on the results of the study, it was concluded that the interactive powerpoint mathematics learning media based on realistic mathematical education (RME) accompanied by games at SMP Negeri 5 Metro was declared very valid and very practical. The percentage of cavalidity is 92,67%, and the media is stated to be very practical with a percentage of 94%.
ANALISIS KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA SISWA DALAM MENYELESAIKAN SOAL SPLDV PADA PEMBELAJARAN DARING Vuni Apriyani; Rahma Faelasofi; Siti Rahayu; Rahman Cahyadi
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 2 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i2.1346

Abstract

ABSTRAK Pemerintah mengeluarkan kebijakan untuk mengantisipasi penyebaran Covid-19 dengan merubah pelaksanaan kegiatan belajar secara tatap muka menjadi pembelajaran jarak jauhuntuk semua jenjang pendidikan agar peserta didik tetap dapat belajar meskipun tidak di sekolah. Meskipun proses pembelajaran matematika dilakukan secara daring, tetapi tetap harus memperhatikan tujuan pembelajaran matematika salah satunya adalah kemampuan pemecahan masalah. Hasil belajar matematika peserta didik kelas VIII semester ganjil tahun ajaran 2019/2020 pada materi pokok sistem persamaan linier dua variabel (SPLDV) tergolong masih rendah, salah satu kendala yang dialami siswa pada materi tersebut yaitu ketika siswa diahadapkan pada soal cerita, siswa tidak mampu memecahkan masalah pada soal sehingga siswa mendapat banyak kesalahan saat menyelesaiakannya.Tujuan Penelitian ini untuk mengetahui kemampuan pemecahan masalah matematika siswa pada pembelajaran daring. Metode penelitian yang digunakan adalah Deskriptif. Subjek dalam penelitian ini adalah siswa kelas VIII SMP N 4 Gadingrejo yang berjumlah 24 siswa. Instrumen yang digunakan adalah soal tes uraian dan pedoman wawancara. Hasil penelitian menunjukan kemampuan pemecahan masalah pada siswa dalam menyelesaikan soal SPLDV pada pembelajaran daring adalah memahami masalah (63%), merancang cara penyelesaian (48,90%), melaksanakan rencana (44,18%), dan menafsirkan hasil (35,00%). Rendahnya kemampuan pemecahan masalah yang paling dominan dilakukan oleh siswa adalah pada tahap menafsirkan hasil. Kata Kunci: Kemampuan Pemecahan Masalah; Pembelajaran Daring. ABSTRACT The government issued a policy to anticipate the spread of Covid-19 by changing the implementation of face-to-face learning activities into distance learning for all levels of education so that students can still learn even though they are not in school. Although the process of learning mathematics is carried out online, one must pay attention to the objectives of learning mathematics, one of which is problem solving ability. The mathematics learning outcomes of class VIII students in the odd semester of the 2019/2020 school year on the subject matter of the two-variable linear equation system (SPLDV) are still relatively low, one of the obstacles experienced by students in the material is that when students are faced with story problems, students are unable to solve problem on the question so that students get a lot of mistakes when solving it. The purpose of this study was to determine students' mathematical problem solving abilities in online learning. The research method used is descriptive. The subjects in this study were class VIII students of SMP N 4 Gadingrejo, totaling 24 students. The instrument used is a test description and interview guidelines. The results showed that students' problem-solving abilities in solving SPLDV questions in online learning were understanding the problem (63%), designing solutions (48.90%), implementing plans (44.18%), and interpreting the results (35.00% ). The low problem solving ability that is most dominantly carried out by students is at the stage of interpreting the results. Keywords: Problem Solving Ability; Online Learning.
PENGEMBANGAN MEDIA PEMBELAJARAN E-LKS BERBANTU EDMODO PADA MATERI BARISAN DAN DERET ARITMATIKA KELAS XI SMA MUHAMMADIYAH BRAJA SELEBAH T.P 2020/2021 Yanu Wardeni Kristanto; Rina Agustina; Nurul Farida
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 2 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i2.1360

Abstract

The purpose of this study was to produce e-LKS media assisted by Edmodo on valid and practical Arithmetic Rows and Series materials. This study uses the Research and Development (R & D) method. This research was conducted at SMA Muhammadiyah Braja Selebah. The research subjects were students of class XI SMA Muhammadiyah Braja Selebah. The object of this research is the e-LKS Barisan and Arithmetic Series assisted by Edmodo. Data collection techniques used interviews and validation questionnaires from material, language, media experts and practicality questionnaires from student responses. Based on the results of the study, it was concluded that the E-LKS Barisan and Arithmetic Series assisted by Edmodo was declared very valid and very practical, with an average percentage of validity test results of 87.33% and an average percentage of practicality test results of 83.25%.
PENGEMBANGAN MEDIAPEMBELAJARAN INTERAKTIF MENGGUNAKAN MACROMEDIA FLASH 8.0 BERBASIS ANDROID PADA POKOK BAHASAN TRANSFORMASI KELAS XI SMA Adik Reza Mufidah; Dwi Rahmawati; Yeni Rahmawati ES
EMTEKA: Jurnal Pendidikan Matematika Vol 3 No 2 (2022)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v3i2.1399

Abstract

This study has the objectives: to determine the process of developing interactive learning media using Android-based macromedia flash 8.0 on the subject of transformation of class XI SMA, and to find out the validity and practicality of interactive learning media using Android-based macromedia flash 8.0 on the subject of transformation of class XI SMA. The research uses the ADDIE development model, but this development is limited to four stages, namely Analyze, Design, Development, and Evaluation. The instruments used were interview guidelines, validation questionnaires, and student response questionnaires. The research results obtained are. Interactive learning media using Android-based macromedia flash 8.0 on the subject of transformation of class XI SMA is declared very valid with an average of 85.18% and very practical with an average of 95.23%. This development has the conclusion that interactive learning media using macromedia flash 8.0 based on android on the subject of transformation of class XI SMA is very valid and very practical to use.

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