Abstrak. Tujuan dari penelitian ini untuk mengembangkan media pembelajaran berupa video pembelajaran berbasis whiteboard animation yang valid, praktis dan efektif untuk digunakan oleh mahasiswa maupun masyarakat pada umumnya sebagai sumber belajar Trigonometri sedangkan target khususnya adalah menghasilkan produk video pembelajaran animasi yang digunakan dalam pembelajaran matakuliah Trigonometri. Masalah yang terdapat dalam penelitian ini adalah kuranganya sumber belajar yang praktis diakses oleh mahasiswa dalam bentuk video pembelajaran yang sesuai dengan kurikulum. Untuk merealisasikan tujuan dari penelitian ini , metode yang ditetapkan adalah penelitian pengembangan dengan menggunakan Model Pengembangan ADDIE sebagai tahapan penelitian yakni Analysis, Design, Development, Implementation dan Evaluation. Instumen yang digunakan dalam penelitian pengembangan ini adalah lembar evaluasi video pembelajaran Ahli materi dan media dengan memberikan tanda centang (√ ) pada setiap aspek untuk mengukur kevaliditas, lembar evaluasi video pembelajaran Mahasiswa dengan memberikan tanda centang (√ ) untuk mengukur kepraktisan dan Tes uraian yang diberikan kepada mahasiswa untuk mengukur kefektivan. Data hasil evaluasi validasi dan kepraktisan video pembelajaran yang telah dinilai kemudian dianalisis secera kuantitatif dan memberikan skor berdasarkan rentang kriteria yang ditetapakan Dari seluruh rangkaian tahapan pengembangan yang telah dilaksanakan memberikan hasil bahwa video pembelajaran yang kembangkan berdasarkan validasi ahli sebesar 88,19 pada kriteria sangat baik , hasil penilaian mahasiswa sebesar 83,24 baik dan hasil tes dengan rata-rata 71,95 baik. Hasilnya video pembelajaran yang kembangkan Valid, Praktis dan Efektif.Kata kunci: Trigonometri,Model ADDIE, whiteboard animation Abstract. The purpose of this research is to develop a learning media in the form of a whiteboard animation-based learning video that is valid, practical and effective for use by students and the community in general as a source of Trigonometry learning while the target, in particular, is to produce an animated learning video product used in learning Trigonometry courses. The problem in this research is the lack of practical learning resources accessed by students in the form of learning videos that are under the curriculum. To realize the objectives of this study, the method determined is development research using the ADDIE Development Model as a stage of research namely Analysis, Design, Development, Implementation and Evaluation. The instrument used in this research development was the evaluation video of the expert learning media material and media by giving a checkmark (√) on each aspect to measure validity, the Student learning video evaluation sheet by giving a checkmark (√) to measure the practicality and description test given to students to measure effectiveness. The results of the evaluation of the validation and practicality of the instructional video that have been assessed are then analyzed quantitatively and give a score based on a range of criteria determined. From the entire set of stages of development that have been carried out it gives the result that the learning video developed based on expert validation is 88.19 on excellent criteria, student assessment results of 83.24 good and test results with an average of 71.95 good. The result is a learning video that is developed Valid, Practical and Effective. Keywords: Trigonometry, ADDIE models, whiteboard animation
Abstrak. Penelitian ini bertujuan untuk untuk mengetahui hubungan antara kecemasan belajar matematika siswa dengan Disposisi matematika siswa kelas VIII SMP N 2 Luwuk. Metode penelitian yang digunakan adalah metode survei dengan pendekatan korelasional. Populasi penelitian ini adalah seluruh siswa SMP Negeri 2 Luwuk kelas VIII Tahun Pelajaran 2016/2017 sebanyak 304 orang yang tersebar pada 8 kelas. Pengambilan sampel dilakukan secara proportionate random sampling sebanyak 15% dari banyaknya populasi sehingga diperoleh sampel sebanyak 46 orang. Analisis data penelitian ini dilakukan secara analisis deskriptif dan analisis inferensial. Analisis yang digunakan untuk menguji hipotesis adalah analisis korelasi dan regresi sederhana. Hasil penelitian menunjukan bahwa terdapat hubungan negative dan signifikan. Dengan koefisien korelasi (r) = -0.612 yaitu signifikan , dan thit= sedangkan ttabel = 1,645 maka diperoleh thit > ttabel atau 10.457 > 1.645, yang menyatakan bahwa terdapat hubungan negatif antara kecemasan belajar Matematika siswa dengan Disposisi Matematika, yaitu semakin tinggi tingkat kecemasan belajar Matematika Siswa, akan semakin Rendah Disposisi Matematika.Kata kunci: Kecemasan Belajar Matematika, Disposisi Matematika Abstract. This research aims to determine the correlation between mathematics Anxiety and mathematical Disposition of students in VIII grade of SMP N 2 Luwuk.The Methodology of the research is survey with correlational approach. Population of this research are all of students in VIII grade of SMP N 2 Luwuk of 2016/2017 academic year, which us consist of 304 students in eight classes. Sampling is done by implementing proportionate random sampling in 15% from total population. So ,there is 46 students as research sample. Data analysis of this research are descriptive analysis used in examine the hypotheses are correlation analysis and simple regression.The Results showed that negative and significant relationship. Correlation coefisien (r) = -0.612 is siginificant, and tcount= 10.457, while ttable = 1.645. so tcount > ttable or 10.457 > 1.645 it showed that theher were a negative correlation between mathematics Anxiety and mathematical disposition, which is the higher level of mathematics Anxiety , so lower the mathematical disposition. Keywords: Mathematics Anxiety,Mathematical Disposition.
This study aims to develop a macromedia flash-based Educational Game Media suitable for use in fraction mathematics lessons. The research method used is a type of Research and Development (R & D). The model used is a modification of the model from Borg and Gall with the following stages: (1) research and information gathering, (2) planning, (3) initial product development, (4) limited trials, (5) initial product revision, (6) Main field trials, (7) operational product revisions, (8) operational field trials, (9) final product revisions, (10) Dissemination and implementation. The results showed that the educational Game Media based on macromedia flash was valid, so it was suitable for use in the mathematics learning process. Educational Game Media based on macromedia flash is also considered effective for improving learning outcomes based on the T Independent Sig test results. (p) 0.00 with conditions P <0.05 so that H0 is rejected. Paired T test results Sig. (p) 0.000 with conditions P <0.05 so that H0 is rejected also shows that the macromedia flash-based Educational Game Media has a significant impact on improving learning outcomes.
This study is aimed to develop English learning module for grade seventh students of MTs Al Falaah Pandak which is based on Higher Order Thinking Skills. This study implemented quantitative and qualitative research methods. The quantitative data is gained from the questionnaire given to the expert and students. Meanwhile, the qualitative data is gained from the observation, book analysis, and comments from the expert validator. The result of this study is a product of learning module contains materials and learning activities based on the familiarization of higher order thinking skills. It includes the ability to analyze, evaluate, create or produce. The mean score gained from the expert judgment is 3,48 and the mean score from the students' questionnaire is 3,23 which means that this module is good or proper to be used.
Penelitian bertujuan untuk mengetahui pengaruh penggunaan model pembelajaran Problem Based Learning (PBL) berbantuan multimedia powerpoint dalam meningkatkan motivasi belajar siswa kelas 2 pada materi Tema 7 Kebersamaan. Jenis penelitian adalah Penelitian Tindakan Kelas (PTK) dengan mengadopsi model Kemmis dan Mc. Taggart. Penelitian dilakukan di SD Negeri Tukharjo, Kulon Progo, DIY. Populasi penelitian berjumlah 4 orang siswa, terdiri dari 2 orang siswa laki-laki dan 2 orang siswa perempuan. Teknik pengumpulan data menggunakan observasi dan angket, dengan teknik analisis data melalui 3 tahap yaitu data reduction, data display, dan conclusion drawing/ verivication. Hasil penelitian menunjukkan pada tahapan pra tindakan 100% siswa mendapatkan kategori cukup, skor tertinggi 41 (68,3%) kategori cukup dan skor terendah 38 (63,3%) kategori cukup. Pada tindakan siklus I didapatkan peningkatan 50% siswa mendapatkan kategori sangat baik, 25% siswa mendapatkan kategori baik, dan 25% siswa mendapatkan kategori cukup. Skor tertinggi pada tahapan siklus I yaitu 54 (90%) kategori sangat baik dan skor terendah 41 (68,3%) kategori cukup. Pada tahapan siklus II didapatkan peningkatakan yang signifikan dengan 50% siswa mendapatkan kategori sangat baik dan 50% siswa mendapatkan kategori baik. Pada tahapan siklus II didapatkan skor tertinggi 55 (91,6%) kategori sangat baik dan skor terendah 50 (83,3%) kategori baik.
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