25 research outputs found

    Pengembangan Media Pembelajaran Matematika Video Interaktif berbasis Multimedia

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    This article discusses the development of mathematics learning media in the form of interactive multimedia-based videos. Media development was carried out for learning flat-plane geometry on the topic of kites. The media development method used a descriptive approach through 3 stages, namely defining, designing, and developing by involving students of SMP Negeri 3 Gorontalo as research subjects. The multimedia-based interactive video learning media produced was declared valid based on expert judgment both in terms of media and on material substance. In its application, there was a positive response from more than 70% of students who took part in the learning process. This shows that the multimedia-based interactive video learning media is good and suitable for use as a medium for learning mathematics

    Development of Adventure Multimedia Game Based on Mobile Learning in Pyramid Topic for Junior High School

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    Mathematics is a difficult subject for students, causing low motivation, interest and student learning outcomes. To attract students to be more interested in learning mathematics, they must use interactive learning media so that learning is not boring and fun. This study aims to develop a multimedia adventure game in pyramid topic based on mobile learning in grade eight. This study uses the 4-D development model, however, at the stage of dissemination only limited distribution is carried out. The subjects in this study were grade eight students of one of junior school in Gorontalo District, Gorontalo Province, Indonesia. The results of the study based on the validation of topic and media experts showed that the quality of multimedia was good. Meanwhile, based on the teacher's ability for managerial to learn is also categorized as good, the activities of students during the learning process reach the ideal time criteria, the responses of all students are classified as very positive of 90.56% and learning tests show that 72.5% of students achieve completeness. This shows that the adventure multimedia game based on mobile learning in pyramid topic is valid, practise, and effective

    Meningkatkan Kemampuan Mahasiswa dalam Menerapkan Keterampilan Dasar Mengajar Melalui Supervisi Klinis

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    Eight of basic skills in teaching should be practiced to the student in stage, continually, and through direct observation. Those are: (1) Open-close skill in learning, (2) Explanation skill, (3) Asking skill (4) Variation skill in learning, (5) Giving reinforcement, (6) Managing class, (7) Managing discussion, and (8) Controlling small group. There are something had identified in Student Observation Training Program (PPL) they are (a) Minimity of leader students in guidance, (b) Students unablenes in determining their capacity of professional teaching which is done to fill the basic skill standard in teaching, and (c) there is no self discription about teaching basic skills that have been practiced by their selves. Hence, it significantly has the process of guidance through clinical supervision approach. It intends to optimize the guidance and to maximize students capacity in apply teaching skills. The result of this study proves that through clinical supervision approach increase students capacity in apply teaching skills

    Meningkatkan Hasil Belajar Matematika Siswa Kelas VII-1 MTs Alkhairaat Salilama pada Materi Persamaan dan Pertidaksamaan Linear Satu Variabel dengan Menggunakan Model Pembelajaran Learning Cycle 5E

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    Penelitian ini berjenis Tindakan Kelas. Penelitian ditujukan guna meningkatkan hasil belajar matematika siswa kelas VII-1 pada materi persamaan dan pertidaksamaan linear satu variabel dengan menggunakan model pembelajaran Learning Cycle 5E di MTs Alkhairaat Salilama. Penelitian terjadi dalam 2 siklus melewati tahap perencanaan, pelaksanaan, pengamatan, serta refleksi. Sebanyak 24 orang terlibat dalam penelitian ini dan seorang guru sebagai subjek penelitian. Instrumen penelitian yang dipakai yaitu lembar observasi kegiatan guru, lembar observasi kegiatan siswa, dan tes hasil belajar. Hasil penelitian menunjukan bahwa model pembelajaran Learning Cycle 5E bisa meningkatkan hasil belajar matematika siswa yang ditandai dengan peningkatan di setiap siklusnya. Hasil observasi kegiatan guru meningkat dari 65,33% meningkat menjadi 88%. Adapun lembar observasi kegiatan siswa pun dari 58,83% naik ke 82,36%. Keduanya memenuhi kategori baik dan sangat baik. Sama halnya dengan hasil belajar yang juga mengalami peningkatan yaitu dari 66,67% menjadi 84,17%. Indikator keberhasilan belajar pada siklus II melalui penerapan model pembelajaran learning cycle 5e sudah terpenuhi. Dari penelitian diatas terdapat manfaat dalam mengaplikasikan model pembelajaran learning cycle 5e ialah bisa meningkatkan hasil belajar matematika siswa dan daya tangkapnya dalam  mempelajari matematik

    Analisis Kemampuan Pemecahan Masalah pada Materi Bangun Ruang Sisi Datar di Kelas IX

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    This article discusses the problem-solving abilities of students in the flat-sided geometry material in the odd semester of the 2020/2021 school year. This research was conducted at SMP Negeri 2 Gorontalo involving 35 students of class IX as research subjects, who were selected using purposive sampling data collection techniques. Data collection was carried out using tests in the form of story questions to measure problem-solving abilities and interviews to strengthen and add the required information. Indicators used to measure problem-solving abilities include: 1) understanding the problem, 2) plan a solution, 3) solve the problem, 4) recheck the results obtained. The results showed that the average achievement of students' ability levels in solving contextual questions in class IX of SMP Negeri 2 Gorontalo was still in the low category, namely 53.51% although there were some students who got high scores. This is shown by the achievement of the indicator of understanding the problem with a percentage of 44.86%, the indicator of planning for completion getting a percentage of 61.14%, the indicator of solving the problem getting a percentage of 63.86% and the indicator re-checking the results obtained getting a percentage of 43.62%

    Efektivitas Pembelajaran Daring Program Studi Pendidikan Matematika Universitas Negeri Gorontalo

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    This article discusses the effectiveness of online learning in the mathematics education study program at the State University of Gorontalo. It intends to describe the effectiveness of online learning in the mathematics education study program. This research uses descriptive quantitative research methods and data collection techniques by distributing questionnaires and observations. The results showed that the effectiveness of online learning in the mathematics education study program at the State University of Gorontalo was effective. The effectiveness is indicated by the results of observations that meet the effectiveness criteria. The analysis of the questionnaire obtained based on three aspects is in the fairly good category, namely the learning planning aspect with a percentage of 76.67% classified in the good enough category, and the online learning activity aspect with a percentage of 73.11% is classified in the good enough category, aspects of media and online learning facilities with a percentage of 64.83% classified in the fairly good category. This result means that online learning can be an effective learning alternative if it has a good learning plan, interesting learning activities, as well as supporting and adequate media and facilities

    Analisis Kemampuan Berpikir Kritis Matematika Mahasiswa Jurusan Pendidikan Matematika pada Mata Kuliah Kalkulus I Materi Limit Fungsi

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    Berpikir kritis merupakan salah satu kemampuan yang sangat penting bagi peserta didik, khususnya mahasiswa agar dapat menghubungkan persoalan atau informasi yang diperolehnya melalui penyelidikan dan pengkajian secara sistematis sehingga menghasilkan ide atau solusi untuk pemecahan masalah dalam pembelajaran matematika. Penelitian ini merupakan penelitian deskriptif eksploratif dengan pendekatan kualitatif yang bertujuan menganalisis atau menggambarkan kemampuan berpikir kritis matematika mahasiswa jurusan pendidikan matematika pada materi limit fungsi aljabar. Indikator yang digunakan untuk menggambarkan kemampuan berpikir kritis matematika mahasiswa antara lain kemampuan identifikasi masalah, analisis, sintesis, inferensi, dan evaluasi. Teknik pengumpulan data terdiri dari observasi, tes tertulis, dan wawancara untuk memperdalam infomasi mengenai kemampuan berpikir kritis matematika mahasiswa. Subjek penelitian adalah mahasiswa semester II Jurusan Pendidikan Matematika Fakultas Matematika dan IPA Universitas Negeri Gorontalo tahun akademik 2014 yang telah selesai memprogramkan mata kuliah Kalkulus I. Sedangkan teknik analisis data sesuai dengan pendekatan kualitatif. Berdasarkan analisis data diperoleh hasil bahwa kemampuan berpikir kritis matematika mahasiswa jurusan pendidikan matematika pada mata kuliah kalkulus I materi limit fungsi aljabar tergolong sedang. Hal ini dipengaruhi oleh beberapa faktor antara lain kecermatan dalam mengabstraksi soal, penguasaan konsep-konsep limit fungsi aljabar dan materi prasyarat (kemampuan awal) serta penerapannya, kecenderungan mahasiswa dalam mengandalkan hafalan

    Pengaruh Penggunaan Multimedia Interaktif Terhadap Kemampuan Penalaran Matematis Peserta Didik Pada Materi Prisma

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    This study aims to examine the effect of interactive multimedia on students' mathematical reasoning abilities on prismatic material. This research is a quasi-experimental study with a post-test-only control group design. Students in one of the junior high schools in Gorontalo were the samples in this study, where class VIII-2 was the experimental class, and class VIII-1 was the control class. The experimental class was a class that was given learning treatment using interactive multimedia, and the control class was a class that was given learning treatment using PowerPoint. Data on students' mathematical reasoning abilities were collected by giving tests of mathematical reasoning abilities using questions in the form of descriptions. The data collected was then analyzed descriptively and inferentially. The results of the descriptive analysis obtained are the average mathematical reasoning ability of students in the experimental class is higher than the control class. These results are supported by the inferential analysis, which reveals that interactive multimedia has more effect on students' mathematical reasoning abilities than PowerPoint

    Profil Minat Belajar Matematika Siswa di Masa Pandemi Covid-19

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    This article discusses the interest profile of mathematics students to find out how the interest profile of learning mathematics students of class VIII Junior High School 1 Limboto in the pandemic covid-19. The method used is the method of descriptive research. The sample used in this study amounted to 60 students who were divided into 30 students as online learning research samples and 30 students became offline learning research samples. The sampling technique used is simple random sampling. The utilization of learning interest data is done using a questionnaire with 5 measuring indicators, namely (1) feeling happy, (2) Interest in learning, (3) attention in learning, (4) involvement in learning, (5) knowledge in learning. The results showed that students of class VIII of State Junior High School 1 Limboto school year 2020/2021 have a high interest in learning mathematics, both students who follow math teaching online and offline

    Development of Braille Number Card As Learning Media on Integer Materials for Blind Students

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    Losing vision for blind students makes them difficult to access education. Thus, blind students need special tools like interesting and applicable learning media, teaching methods, and techniques for them. This study was developmental research that aimed to describe the result of instructional media development of braille number card to improve blind students' understanding on integer number and describe their understanding after using braille number card as learning media at special needs elementary school. The subjects of this study consisted of three students with low vision, partially sighted students, and blind students. The research model used was ADDIE development model (analysis, design, development, implementation, and evaluation). Data were collected using test and questionnaire to know their understanding of braille number card as learning media on integer numbers. The result showed that blind students responded positively with an average score of 83% and 66.7% of their learning test. Therefore, It can be concluded that braille number card as instructional media can be used in teaching and learning activity to improve blind students' understanding
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