Penelitian ini merupakan penelitian deskripsi kualitatif yang bertujuan untuk melihat pemahaman konsep dan komunikasi matematis mahasiswa dengan adanya penerapan LKM. Subjek dari penelitian ini adalah mahasiswa semester II Jurusan Ilmu Pemerintahan Fakultas Ilmu Sosial dan Ilmu Politik Universitas Muhammadiyah Malang. Teknik pengumpulan data yang digunakan adalah observasi, tes dan dokumentasi. Analisis data yang digunakan adalah reduksi data, penyajian data dan penarikan kesimpulan. Penerapan lembar kerja mahasiswa (LKM) dilakukan selama 3 kali pertemuan pada April-Mei 2019. Berdasarkan penelitian yang dilakukan, diperoleh nilai rata-rata kelas sebesar 63,86. Peneliti membagi menjadi 2 kelompok untuk memudahkan analisis data. Penilaian dilakukan sesuai dengan indikator pemahaman konsep dan komunikasi matematis. Penerapan LKM dapat dilakukan untuk melihat pemahaman konsep pada mahasiswa dengan baik. Hal ini terbukti bahwa sebanyak 62,22% mahasiswa mampu meningkatkan pemahaman konsepnya. Soal yang digunakan dalam LKM adalah soal essai. Soal essai mampu meningkatkan kemampuan komunikasi matematis mahasiswa. Terlihat dari hasil pekerjaan mahasiswa sebanyak 62,22% mampu menjawab soal essai tersebut sehingga dapat mengomunikasikan konsep yang telah diajarkan dan menyajikannya dalam bentuk reprsentasi matematis.
Development research aims to develop game case media in order to increase student interest in the problem-solving-based mathematics learning process during the covid-19 pandemic. The method used is R & D (Research and Development) with the ADDIE model. The research instrument used was a validation sheet and a questionnaire sheet. The data analysis used is descriptive quantitative to process data in the form of scores from validator assessments and student responses and uses purposive sampling technique in taking samples. The validation results obtained a score of 4 for the assessment of the material aspect which was categorized as good and a score of 4.56 for the assessment of the material aspect which was categorized as very good. Based on the validation results, the game case learning media can be tested in the implementation phase. Based on the results of the student response questionnaire obtained 75.25%. This resulted in learning media in the form of game cases to be well received. These results indicate that this game case media can be developed in order to increase students' interest in learning in the problem-solving-based mathematics learning process during the covid-19 pandemic.
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