scholarly journals Pengembangan CD Pembelajaran Matematika Berbantuan Software Geometer’s Sketchpad dengan Pendekatan Kontruktivisme Berbasis Teori Jean Piaget

Author(s):  
Sutri Theo Lija Sidabutar

This study aims to 1) determine the validity of the Mathematics learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach; 2) determine the effectiveness of the Mathematics Learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach. The method used in this research is research and development or research and development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subject of this research is grade VIII-4 SMP St. Petrus Medan with 32 students. The type of data used is qualitative data and quantitative data. Based on data processing and discussion, the data obtained from the material expert validation results with a percentage of 85.4% are in the category of very valid, while the results of the validation of media experts with an average percentage of 87.3% are in the category of very valid so that the mathematics learning CD is said to be very valid . The effectiveness of mathematics learning CD assisted by geometer's sketchpad software with constructivism approach based on Jean Piaget's Theory can be seen from the following assessments: 1) Positive responses assessed by students with an average percentage of positive responses of 88.88% with a very positive category, and responses teachers with an average percentage of 84% with a positive category; 2) the results of observations of teacher activities in managing learning using CDs learning mathematics with an average percentage of 89.73% with very good categories and the results of observations of student activities with an average percentage of 86.66% with very good categories; 3) the test results of student learning outcomes is obtained classical completeness of 84.37% with a very high category. Based on these assessments it can be concluded that the use of mathematics learning CDs assisted by geometer’s sketchpad software with Jean Piaget's theory-based constructivism approach is valid and effective in the learning process.

2020 ◽  
Vol 6 (2) ◽  
pp. 167
Author(s):  
Zakiyah Anwar ◽  
Muhammad Syahrul Kahar ◽  
Rais Dera Pua Rawi ◽  
NurJannah Nurjannah ◽  
Hermanto Suaib ◽  
...  

This study aims to determine the effectiveness and practicality of interactive video-based PowerPoint media implemented in learning. This research and development phase refers to the Research and Development (R&D) method. The assessment instruments consist of: (1) Validity instruments in the form of validity assessment instruments based on interactive video PowerPoint media; (2). Practicality instruments in the form of questionnaires for teacher and student responses to interactive video-based PowerPoint media; and (3) Effectiveness instruments in the form of observations of learning outcomes and student learning outcomes. Based on data analysis, obtained an average level of media validity of 3.99 and included in the valid criteria. Also, the practicality test results are seen from the teacher's response to learning by 4.4 and the response of students by 3.46 with practical criteria. This is supported by the results of students' learning tests on the use of interactive video-based PowerPoint media with an average score of students learning outcomes of 70.29. Therefore, it can be concluded that the interactive video-based PowerPoint media developed is effective and practical in the implementation of learning. On the other hand, the development of this media focuses on the concept of integrated learning video learning using PowerPoint and concentrates on interactive learning.


2019 ◽  
Vol 3 (2) ◽  
pp. 237
Author(s):  
Andri Saputra ◽  
Zulkarnain Zulkarnain ◽  
Sehatta Saragih

The low mathematics learning outcomes can be an indicator of student difficulty in learning mathematics. This study aims to analyze the influence of the application of the cooperative learning model Think Pair Share (TPS) type to the results of mathematics learning. This research used quasi-experimental research with sampling using stratified techniques and random sampling. The population was seventh grade students at SMP 17 Pekanbaru, SMP 12 Pekanbaru, dan SMP 36 Pekanbaru. The instrument of this research was a daily test on the quadrilateral and triangle material to see student learning outcomes before being given treatment and after being given treatment. Statistical analysis was performed by Normality, Homogeneity Test, Independent Sample t-test, One Path Anova test, Two Path Anova Test. From the results of the collation test results obtained that p = 0.4425 and p = 0.4005, Ho is accepted, so there is no difference between the experimental class and the control class as well as the high school there is no difference, but the students' mathematics learning outcomes are reviewed from the level there are differences in the middle and lower schools. Generally, TPS learning is good at medium and low schools because in the learning process students still want to share knowledge with other students.


2019 ◽  
Vol 10 (01) ◽  
pp. 34-43
Author(s):  
Prihastini Oktasari Putri

This study aims to determine whether using napier rods can improve student mathematics learning outcomes. The method used in this study is quasi-experimental. The type of research isor Classroom Action ResearchClassroom Action Research (CAR)(CAR). The sample in this study were all students of class IV SD 2 Wadasmalang in the 2018 academic year 2018 as many as 24 students. The instrument used in this study was a student achievement test. Based on the results of the study, it was concluded that the use of napier rod props can improve student learning outcomes in mathematics class IV at SD Negeri 2 Wadasmalang. This can be shown at the end of the cycle test results turned out to be obtained a significant increase in value, meaning that the process of learning mathematics by using the napier rod props the average value of the class has increased with the results on pre-cycle of 51.67; the first cycle was 66.67 and the second cycle was 78.89. With the percentage of completeness in pre-cycle of 25%, the first cycle of 66.67% and the second cycle of 83.34%.


2017 ◽  
Vol 5 (2) ◽  
pp. 115
Author(s):  
Elly Setyowati

The purpose of the study was to describe the process of inductive learning to enhance the activity and outcomes of learning mathematics for students of class VII A, SMP Negeri 1 Binangun, Cilacap. Type Classroom Action Research (CAR). Subjects were students of class VII A Binangun SMP Negeri 1 Cilacap, involving 33 students. Object of research activity and outcomes of learning mathematics using inductive learning model. The results showed an increase in the activity of the student's learning experience, from the first cycle of the average percentage of the activity of 50,21% in the second cycle becomes 73,37%. Mathematics learning outcomes also increased from an average value of 66,33 at the beginning of the ability of the first cycle to the second cycle of 71,64 and the average is 81,94. Percentage achieving KKM also increased from 51,51% in the prior knowledge, the first cycle to be 66,67% and 87,88% in the second cycle. Thus, teachers are advised to apply inductive learning model, as an alternative learning model to enhance the activity and student learning outcomes.


2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Sukamto ◽  
Asry Kusuma Wardani

<em>The purpose of this research is consider the effectivness of mathematic learning using lectora inspire based interactive CD in primary school. This research is a research and development with design ADDIE. The validity of he return products developed by votes validator media experts and material to obtain a valid criterion.  Products in the validation by experts and the media matter experts, and then tested. Sample test was grade 4  students of elementary school Tandang 01 Semarang.  Results of the media validation analysis experts the average percentage of media ideals, respectively for 68.00% and 89.58%. Results of the validation  analysis matter experts the average percentage of media ideals, respectively for 74.67% and 90.42%, and the response to all students in grade IV B of elementary school of Tandang  01 Semarang  by 87.64%. Based on the test results are known t­<sub>0</sub> t over t<sub>table </sub>(9.056&gt; 2.030). Differences in student learning outcomes before and after being treated was 59%. From the analysis, AMT interactive CD categorized as very good. So it can be applied in teaching.</em>


2018 ◽  
Vol 1 (2) ◽  
pp. 127
Author(s):  
Desta Evira Nosa ◽  
Farida Farida

The purpose of this research is to produce the product in the form of audio-visual learning media using Wingeom and Camtasia Studio and to know the learner's response to audiovisual learning media using Wingeom and Camtasia Studio. This research uses research and development method. Learning media development procedure is done through several stages: (1) Analysis in the form of curriculum analysis, characteristic analysis of learners and technology analysis. (2) Design  in the form in the media and the preparation of instruments. (3) Development in the form of media creation process until media validation. (4) Implementation in the form of product testing to learners. (5) Evaluation. This research produces a mathematics learning media that has been declared valid and suitable to be used as a medium of mathematics learning by material experts, media experts, and linguists. From the results of validation by experts, then obtained average percentage of 91% with very good criteria. In the test results the average learner responded well with a percentage of 86%. So it can be concluded that the resulting audiovisual media is considered feasible to be used as a medium of learning mathematics.


2018 ◽  
Vol 1 (1) ◽  
pp. 56
Author(s):  
Noor Aini ◽  
Sumargiyani Sumargiyani

<em>This research aims to</em><em> produce teaching materials in form of Student Activity Sheet (SAS) in transformations for students of class VII SMP/MTs based curriculum 2013 and to test the feasibility of SAS in mathematics learning. This research is a development with the steps of Research and Development (R&amp;D) of ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research is carried out at SMP N 1 Prambanan Sleman and SMP N 4 Kalasan Sleman. The research data is obtained from the questionnaire evaluation media matter by media matter experts, questionnaire evaluation media by media experts, questionnaire evaluation student responses by students. The research data are analyzed by the process of descriptive analysis and the process of analysis questionnaire with Likert scale. The results showed that the SAS of mathematics developed are good quality with an average percentage of ideals 82,416% and validity criteria by</em> 68 &lt; x &lt; 84.


2020 ◽  
Vol 1 (2) ◽  
pp. 136-149
Author(s):  
Enny Listiawati ◽  
Nurul Qomariah

Penelitian ini bertujuan untuk mengembangkan dan mengetahui keefektifan media pembelajaran video bus math memakai aplikasi video scribe berbasis saintifik pada materi barisan dan deret. Jenis penelitian yang digunakan Research And Development (R&D) dengan metode pengembangan memakai model pengembangan 4-D (four D model) dengan tahap pengembangan yang hanya memakai sampai 3 tahap saja, yaitu: (1) pendefinisian (define), (2) perancangan (design), dan (3) pengembangan (develop). Hasil penelitian dapat disimpulkan bahwa pengembangan media pembelajaran video bus math (business mathematic) memakai aplikasi video scribe berbasis saintifik pada materi barisan dan deret dengan memakai model pengembangan 4-D yang dilakukan untuk mendapatkan media pembelajaran yang baik dan efektif pada materi barisan dan deret kelas XI karena memenuhi (1) kategori valid dengan oleh rata-rata persentase 87% atau layak dan ahli media diperoleh rata-rata persentase 85% atau layak, (2) kategori efektif untuk kemampuan guru mengelola pembelajaran dengan skor rata-rata 3,7 atau sangat baik, (3) kategori efektif untuk aktivitas siswa dalam pembelajaran memperoleh hasil 7 aspek aktivitas siswa dalam kriteria batasan efektif, (4) kategori positif untuk respons siswa diperoleh persentase semua aspek di atas 80%, dan (5) kategori ketuntasan secara klasikal untuk hasil belajar siswa telah mencapai ketuntasan secara klasikal 87,5%.     This study aims to develop and determine the effectiveness of bus math video learning media using scientific-based video scribe applications on sequences and series subject. This type of research used Research and Development (R&D) with the development method using a 4-D (four D model) development model with a development phase that only uses up to 3 stages, namely: (1) defining, (2) designing ( design), and (3) development. The results of the study can be concluded that the development of video bus math (business mathematic) learning media uses scientific-based video scribe applications on row and series material by using the 4-D development model which is carried out to get good and effective learning media on class XI material and series because it meets (1) a valid category with an average percentage of 87% or feasible and media experts obtained an average percentage of 85% or feasible, (2) an effective category for teachers' ability to manage learning with an average score of 3.7 or very good, (3) effective categories for student activities in learning get 7 aspects of student activity results in the criteria of effective limits, (4) positive categories for student responses obtained percentage of all aspects above 80%, and (5) classical completeness category for student learning outcomes has reached classical completeness 87.5%.


2020 ◽  
Vol 3 (2) ◽  
pp. 227
Author(s):  
Marissa Andarini ◽  
Gustimal Witri ◽  
M. Jaya Adi Putra

The background of this research is that there are several symptoms in the process of learning mathematics, namely: 1) passive / inactive students are characterized by the absence of questions after the teacher explains. 2) the number of noisy students is seen from the number of students who walk to see the assignment exercises given by the teacher. 3) the number of students who do not understand and understand is seen from the number of students who repeatedly ask when given practice. This research is a classroom action research that aims to improve student mathematics learning outcomes by applying problem-based learning models. This research was conducted in class V SDN 30 Pekanbaru. Data collection instruments in this thesis are teacher and student activity sheets and student learning outcomes assessment sheets. This thesis presents preliminary data before applying the problem-based learning model (PBM) which is 79.17 and increased to 83.04 in the first cycle and increased again to 92.60. Teacher activity also increased at each meeting, namely 65% with a good category in the first cycle the first meeting increased to 70% with a good category. In the second cycle also increased to 90% with a very good category at the first meeting and increased to 95% with a very good category at the second meeting. In the results of this study student learning outcomes have increased after applying the problem-based learning model (PBM) marked by an increase in teacher and student activities in each cycle. The results of this study prove that the problem-based learning model can improve mathematics learning outcomes of fifth grade students of SDN 30 Pekanbaru.


2020 ◽  
Vol 11 (2) ◽  
pp. 227-246
Author(s):  
Sulasri Suddin ◽  
Yohanis Ndapa Deda

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.


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