The purpose of this study was to determine the effectiveness of the use of student activity sheet (SAS) based on Higher Level Thinking Skills (HOTS) on learning outcomes of mathematics student. This research is a quantitative, quasi-experimental method using the nonequivalent control group research design. Data collection uses documentation and tests to measure learning outcomes. The data obtained were analyzed statistically using descriptive analysis and inferential analysis. Descriptive analysis includes the mean value and standard deviation. The inferential analysis used in this study is one sample t-test and independent sample t-test. Based on the results of the analysis with a significance level of 5%, it can be concluded that the use of SAS based on Higher Level Thinking Skills (HOTS) is effective on student learning outcomes.
The purpose of this research was to produce the application of “Matbel Legenda” with computer based which was worthy as mathematics learning to grow the feeling of loving the homeland of VIII graders in SMP Negeri 7 Tarakan on Teorema Pythagoras materials. The type of this research was Research and Development (R D) which was conducted at SMP Negeri 7 Tarakan in class VIII. The development model used was ADDIE model. Overall, ADDIE model consists of 5 stages. The stages are started from Analysis, Design, Development, Implementation, and Evaluation. The development stage was conducted by making the learning media “Matbel Legenda”, validated by the content expert, learning design expert, language and culture expert, media expert, and the testing was conducted in 2 stages with small group test which consisted of 6 students as the subjects and field test which consisted of 28 students as the subjects.The analysis showed that the learning media “Matbel Legenda” which was developed based on the validation of content expert got average score of 3,5 with very good category, the learning design expert got average score of 3,4 with very good category, the language and culture expert got average score of 3,8 with very good category, and the media expert got average score of 3,4 with very good category. Furthermore, the result from field test for “Matbel Legenda” had fulfilled the requirements as a product that was easy to operate, easy to learn, and has attractive appearance. The “Matbel Legenda” learning media based on computer to grow the students’ feeling of loving the homeland has an analysis result as Normalized gain of 0,6 with medium category. Because of that, the “Matbel Legenda” learning media was worthy to be used as additional learning media to grow the feeling of loving the homeland of VIII graders in SMP Negeri 7 Tarakan.
Tujuan dari penelitian ini untuk mengetahui pengaruh number sense terhadap hasil belajar matematika siswa di SMP Negeri 8 Tarakan sehingga guru dapat merencanakan pembelajaran dari karakteristik number sense yang mereka miliki. Populasi dalam penelitian ini adalah seluruh kelas VIII di SMP N 8 Tarakan sedangkan pengambilan sampel menggunakan teknik simple random sampling. Teknik yang digunakan dalam penelitian ini adalah analisis regresi linier sederhana dimana kemampuan number sense siswa sebagai X dan hasil belajar matematika siswa sebagai Y. dari hasil penelitian diperoleh model persamaan linier regresi sederhana 14Y=4,003+0,22 X dimana jika kemampuan number sense siswa nol maka hasil belajar matematika siswa 4,003 sedangkan jika kemampuan number sense meningkat sebesar 1 satuan maka hasil belajar siswa akan naik sebesar 0,22. Sedangkan dengan menggunakan R square diperoleh nilai sebesar 0,163 artinya pengaruh number sense hanya sekitar 16,3% terhadap hasil belajar matematika, artinya salah satu hal yang mempengaruhi hasil belajar matematika siswa adalah kemampuan number sense.
Media “Card 24” merupakan media pembelajaran matematika pada operasi hitung campuran. Metode yang digunakan adalah metode R&D: (1) studi pendahuluan yang meliputi: potensi dan masalah, pengumpulan informasi, (2) tahap studi pengembangan meliputi: desain, validasi, revisi desain serta uji coba, dan (3) tahap evaluasi. Media “Card 24” dinyatakan valid yang ditunjukkan dengan penilaian isi oleh ahli media untuk aspek penyajian dengan rata-rata skor 3,21 pada kategori “valid”, aspek grafik skor 2,92 kategori “valid”. Selanjutnya respon positif siswa dengan skor 3,63 dan presentase 90,74% sehingga produk termasuk kategori sangat baik.Kata Kunci : Media Card ”24”, R&D, operasi hitung
Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa media pembelajaran berbentuk aplikasi berbasis Android yakni “BANG SIKUNG” untuk pembelajaran matematika khususnya pada materi Bangun Ruang Sisi Lengkungsiswa kelas IX SMP Negeri 7 Tarakan. Model pengembangan dalam penelitian ini menggunakan model pengembangan Borg dan Gall. Hasil penelitian menghasilkan produk media pembelajaran berupa aplikasi berbasis Android yang telah melalui beberapa tahapanpengembangan media berdasarkan model Borg dan Gall, yaitu: 1) Penelitian dan Pengumpulan Data (Research and Information); 2) Pengembangan Draft Produk (Develop Preliminary Form of Product); 3) Uji Coba Lapangan (Preliminary Field Testing); dan 4) Revisi Produk Akhir (Final Product Revision). Hasil penelitian menunjukkan bahwa rata-rata skor dan persentase kelayakan aplikasi “BANG SIKUNG” berbasis Android dari ahli media yakni rata-rata skor sebesar 3.50 dengan kategori Sangat Baik dan persentase kelayakan sebesar 87.50% dengan kategori Sangat Layak. Dari ahli materi yakni rata-rata skor sebesar 2.93 dengan kategori Baik dan persentase kelayakan 73.33% dengan kategori Layak. Uji coba yang dilakukan pada siswa kelas IX memperoleh rata-rata skor sebesar 3.69 dengan kategori Sangat Baik dan persentase kelayakan sebesar 92.25% dengan kategori Sangat Layak. Berdasarkan hasil perolehan data menunjukkan bahwa aplikawsi “BANG SIKUNG” berbasis Android layak menjadi media pembelajaran matematika siswa kelas IX SMP Negeri 7 Tarakan.Kata kunci: Android, Aplikasi, Media Pembelajaran, Layak, BANG SIKUNG
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