47 research outputs found

    PENGEMBANGAN MODUL BERBASIS KOMIK PADA PELAJARAN MATEMATIKA MATERI PECAHAN UNTUK SISWA KELAS IV DI SDN 3 SUKADANA

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    This study aims to develop a comic-based module on learning math fraction material at SDN 3 Sukadana that is valid, practical, and effective. This type of research is Research and Development (R&D) with the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. This research was conducted at SDN 3 Sukadana. The subjects of this research were 22 fourth grade students of SDN 3 Sukadana. The object of this research is a comic-based module in math lessons on fraction material. The research instruments used were media expert and material expert validation questionnaires, student and teacher response questionnaires, and student evaluation tests. The data analysis technique in this study used a Likert scale with a rating score of 1 to 5 for validity and practicality data analysis. Meanwhile, the effectiveness data was analyzed using the data analysis technique of classical learning completeness. The results of this study obtained a percentage of 85.88% and 80% with "valid" criteria from media experts and material experts, a percentage of 92.82% and 94.71% with "very practical" criteria from student responses in stages 1 and 2, a percentage of 93.33% with "very practical" criteria from teacher responses, and a percentage of 86.36% with "effective" criteria from student evaluation test results. Based on the results of the study, it can be concluded that the comic-based module in learning mathematics on fraction material is valid, practical, and effective to be used as a learning module in students garde IV SDN 3 Sukadana

    PENGEMBANGAN MEDIA POSTER BERBASIS KOMIK MUATAN MATEMATIKA PADA MATERI BANGUN RUANG KELAS V SDN 4 BATU KUMBUNG

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    This research aims to produce a product in the form of comic- based poster learning media, to determine the process of making comic-based posters, and to determine the validity and practicality of comic-based poster learning media with mathematics content in class V building material at SDN 4 Batu Kumbung. This type of research is Research and Development (R&D) using the ADDIE development model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. This research was conducted at SDN 4 Batu Kumbung with class V students. The data collection tool used questionnaires. The process of developing a poster is: 1) Analysis: analyzing student needs and analyzing student characteristics, 2) Design: designing or planning the concept and shape of the poster, the poster is designed using the Canva application. 3) Development: the poster that has been designed is printed, validated by material experts and media experts then revised according to suggestions, 4) Implementation: poster media is applied to students to see students' responses when learning to use posters, 5) Evaluation: assessment of the poster on the student and teacher response questionnaire sheet. The results of research and development of comic-based poster media with mathematical content in classroom building materials for class V show that it is very practical to use in the learning process, this is based on validation results from media experts at 81.17% (valid), material experts at 82.05% (valid). ), the teacher response was 83.07% (very practical), and the student response was 94.92% (very practical

    ANALISIS KEMAMPUAN SISWA DALAM MENYELESAIKAN SOAL OPERASI HITUNG BILANGAN BULAT PADA SISWA KELAS VI DI SDN 1 KUTA

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    This research is motivated by the ability of students in solving math problems, especially the material of positive and negative integer counting operations, where there are many students who still have difficulty in solving problems due to a lack of understanding of the concept of integer material, and students cannot understand the question sentence. This study aims to describe students' ability to solve positive and negative integer arithmetic operation problems which include short answer questions and story problems. This research is a qualitative research and designed descriptively. This research was conducted at SD Negeri 1 Kuta for grade VI students. The research instruments used were tests and interviews. Data analysis techniques used data collection, data reduction, data presentation, and conclusion drawing. The results of this study indicate (1) of the 59 students who took the test, 14% of students scored in the high category, 46% of students scored in the medium category, and 41% of students scored in the low category. This means that most students are in the medium and low ability categories, (2) students have difficulty in solving negative integer arithmetic operations, mixed arithmetic operations, and integer story problems. in negative integer operations students have difficulty determining the results and signs used at the end of the problem answer. in mixed operations students have difficulty in which operation to do first. As for the description/story problems, only a few students wrote the steps of solving the problem completely, students mostly wrote the problem solving in mathematical form

    PENGEMBANGAN VIDEO ANIMASI BERBASIS ETNOMATEMATIKA ISTANA DALAM LOKA MATERI BANGUN DATAR UNTUK SISWA KELAS III SD

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    This research is motivated by the problems found in SD Negeri Tapir, namely learning media that are less varied, limited media in the learning process and learning materials that are not yet contextualized. This study aims to develop eto-mathematical-based animated video media in class 3 flat shapes, which are valid and practical as learning media products to maximize the learning process. This type of research is Research and Development (R&D) using the ADDIE development model, which includes 5 stages of research, namely analysis, design, development, implementation, evaluation. This research was conducted at SDN Tapir using expert validation sheet instruments and student and teacher response questionnaires to collect data. The results of this study are animated video media that meet the validity standard with a percentage of 96.88% in the media validation stage and 91.67% in the material validation stage so that it is included in the very valid category. At the practicality test stage the media met the practical criteria with a percentage of 94% for small group trials and 97.5% for large group trials from teachers and 90.17% from students so that they were included in the very practical category. Based on all stages of the development carried out, the ethnomathematics-based animated video media in class 3 flat shapes material is valid and practical

    ANALISIS KEMAMPUAN SISWA DALAM MENYELESAIKAN SOAL OPERASI HITUNG BILANGAN BULAT PADA SISWA KELAS VI DI SDN 1 KUTA

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    This research is motivated by the ability of students in solving math problems, especially the material of positive and negative integer counting operations, where there are many students who still have difficulty in solving problems due to a lack of understanding of the concept of integer material, and students cannot understand the question sentence. This study aims to describe students' ability to solve positive and negative integer arithmetic operation problems which include short answer questions and story problems. This research is a qualitative research and designed descriptively. This research was conducted at SD Negeri 1 Kuta for grade VI students. The research instruments used were tests and interviews. Data analysis techniques used data collection, data reduction, data presentation, and conclusion drawing. The results of this study indicate (1) of the 59 students who took the test, 14% of students scored in the high category, 46% of students scored in the medium category, and 41% of students scored in the low category. This means that most students are in the medium and low ability categories, (2) students have difficulty in solving negative integer arithmetic operations, mixed arithmetic operations, and integer story problems. in negative integer operations students have difficulty determining the results and signs used at the end of the problem answer. in mixed operations students have difficulty in which operation to do first. As for the description/story problems, only a few students wrote the steps of solving the problem completely, students mostly wrote the problem solving in mathematical form

    PENGEMBANGAN VIDEO ANIMASI BERBASIS ETNOMATEMATIKA ISTANA DALAM LOKA MATERI BANGUN DATAR UNTUK SISWA KELAS III SD

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    This research is motivated by the problems found in SD Negeri Tapir, namely learning media that are less varied, limited media in the learning process and learning materials that are not yet contextualized. This study aims to develop eto-mathematical-based animated video media in class 3 flat shapes, which are valid and practical as learning media products to maximize the learning process. This type of research is Research and Development (R&D) using the ADDIE development model, which includes 5 stages of research, namely analysis, design, development, implementation, evaluation. This research was conducted at SDN Tapir using expert validation sheet instruments and student and teacher response questionnaires to collect data. The results of this study are animated video media that meet the validity standard with a percentage of 96.88% in the media validation stage and 91.67% in the material validation stage so that it is included in the very valid category. At the practicality test stage the media met the practical criteria with a percentage of 94% for small group trials and 97.5% for large group trials from teachers and 90.17% from students so that they were included in the very practical category. Based on all stages of the development carried out, the ethnomathematics-based animated video media in class 3 flat shapes material is valid and practical

    Pengembangan Media GUTOP (Game Ular Tangga Operasi Hitung Pecahan) Materi Pecahan pada Mata Pelajaran Matematika untuk Kelas V SD

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    Media pembelajaran masih jarang dikembangkan dan digunakan oleh guru dalam pembelajaran. Media pembelajaran memiliki peranan penting dalam pembelajaran, karena pada abad 21 baik siswa maupun guru dituntut untuk memiliki kemampuan memaanfaatkan teknologi khususnya media pembelajaram. Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran GUTOP yang dikembangkan. Pengembangan media yang dilakukan berupa media ular tangga yang dilengkapi dengan buku misteri GUTOP. Media GUTOP ini mengandung unsur kearifan lokal yang membedakan media GUTOP dengan media ular tangga lainnya. Jenis penelitian yang digunakan adalah Research and Development (R&D) menggunakan model pengembangan ADDIE. Alat pengumpulan data menggunakan angket. Hasil penelitian dan pengembangan ini adalah media pembelajaran GUTOP pada Materi Operasi Hitung Pecahan untuk kelas V SD. Berdasarkan penilaian dari validator ahli media mendapatkan kriteria valid dengan rerata persentase 83,3%, penilaian dari ahli materi oleh dosen PGSD UNRAM mendapatkan kriteria sangat valid dengan rerata persentase 86,36%, penilaian dari ahli materi oleh guru kelas V mendapatkan kriteria sangat valid dengan rerata persentase 97,72%. Hasil uji coba kelompok kecil mendapatkan kriteria sangat layak dengan rerata persentase 96,42%, uji kelompok besar mendapatkan kriteria sangat layak dengan rerata persentase 93,19%. Sehingga, dari akumulasi hasil presentase validasi ahli dan kepraktisan maka media GUTOP yang dikembangkan dapat dikatakan sangat layak

    Students’ Mathematical Connection Error in Solving PISA Circle Problem

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    The mathematical connection is one of the competencies in NCTM that students need to have. Mathematical connections can help students understand material and mathematical concepts easily. In addition, mathematical connections can help students in solving mathematical problems. Even so, mathematical connection errors are still made by some students. Mathematical connection errors made by students when solving geometry problems, especially about a circle. The purpose of this study is to describe the mathematical connection errors made by students in solving problems adapted from PISA problems focusing on circle material. This research method is descriptive-qualitative. Prospective subjects are 20 of 8th-grade students in one of the junior high schools in Malang who have studied about a circle. Based on the distribution of answers, two subjects were selected in this study. After going through the interview process, the data obtained in the form of work results and interview transcripts. Based on the results of research, mathematical connection errors made by research subjects in the form of not being able to use mathematics in mathematical problems; can't find connections between topics in mathematics; unable to understand the representation of concepts in mathematical problems, and draw relationships between procedures on mathematical problem

    Penyebab Kesalahan Siswa dalam Menyelesaikan Soal Cerita Matematika Berdasarkan Tipe Kesalahan Fong

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    Penelitian ini bertujuan untuk mengidentifikasi tipe kesalahan dan faktor-faktor penyebab siswa kelas VI SD melakukan kesalahan dalam menyelesaikan soal cerita operasi hitung campuran berdasarkan Fong’s Schematic Model for Error Analysis. Penelitian ini termasuk penelitian survei dengan pendekatan kuantitatif. Populasi penelitian berjumlah 1928 siswa. Mereka adalah siswa kelas VI SD di Kecamatan Kebumen, Jawa Tengah, Indonesia dan sampel berjumlah 522 siswa. Instrumen pengumpulan data berupa soal tes berbentuk uraian yang disajikan dalam soal cerita. Instrumen dinyatakan valid berdasarkan validitas isi dan konstruk. Koefisien reliabilitas instrument sebesar 0,83. Hasil penelitian menunjukkan bahwa tipe kesalahan yang dominan dilakukan oleh siswa dalam menyelesaikan soal cerita yang melibatkan dua operasi hitung tidak setara adalah prosedur yang tidak relevan atau E2, sedangkan tipe kesalahan yang dominan dilakukan oleh siswa dalam menyelesaikan soal cerita yang melibatkan tiga atau lebih operasi hitung adalah skema lengkap degan kesalahan. Kedua, faktor yang menyebabkan siswa melakukan kesalahan adalah kesalahan bahasa dan pemahaman dan kesalahan operasional. &nbsp

    ANALISIS SITUASI PEMBELAJARAN SELAMA PANDEMI COVID-19 DI SDN SENURUS: KEMUNGKINAN TERJADINYA LEARNING LOSS

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    Penelitian ini bertujuan untuk mendeskripsikan situasi pembelajaran dan kesulitan-kesulitan yang dihadapi guru SDN Senurus selama masa pandemi yang memungkinkan terjadinya learning loss. Penelitian ini merupakan penelitian kualitatif dengan pendekatan deskriptif. Kajian penelitian difokuskan pada proses pembelajaran selama pandemi dan tantangan belajar siswa berkesulitan belajar. Data diperoleh melalui wawancara mendalam kepada kepala sekolah dan guru-guru di SDN Senurus. Dari Aspek proses pembelajaran diperoleh kegiatan belajar mengajar dilakukan dengan Belajar Dari Rumah (BDR), selama pandemi guru tidak melakukan adaptasi rencana proses pembelajaran (RPP), kegiatan pembelajaran hanya berlangsung selama 30 menit efektif saat BDR dari 120 menit jam pelajaran, dan setiap kelas dijadwalkan datang ke sekolah untuk belajar tatap muka kecuali kelas 6 yang datang setiap hari, hasil belajar siswa selama pandemi mengalami penurunan, dan telah terjadi learning loss yang perlu mendapatkan perhatian khusus dari berbagai pihak mulai dari kepala sekolah, guru, orang tua, serta dinas pendidikan setempat
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