Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir kritis siswa dalam pembelajaran matematika. Berdasarkan hasil observasi diketahui bahwa kemampuan berpikir kritis siswa belum optimal dan materi pembelajaran tidak mendukung kemampuan berpikir kritis siswa. Penelitian ini bertujuan untuk mengembangkan bahan ajar pembelajaran matematika terkait keterampilan berpikir kritis yang sesuai dengan tingkat validitas. Bahan ajar yang dikembangkan adalah bahan ajar aljabar melalui pendekatan Open-ended yang dimodifikasi dengan pembelajaran Scaffolding untuk memfasilitasi kemampuan berpikir kritis siswa kelas VII SMP. Metode yang digunakan dalam penelitian ini adalah metode penelitian Research and Development (R&D. Desain yang dikembangkan dalam penelitian ini berupa bahan ajar dalam bentuk aljabar. Hasil penelitian menunjukkan bahwa bahan ajar yang dikembangkan sudah valid, hal ini ditunjukkan dengan hasil validasi yang dilakukan oleh 3 orang validator. Sehingga bahan ajar aljabar melalui pendekatan open-ended memiliki hasil validasi ahli materi pada 8 aspek dan hasil validasi ahli media pada 4 aspek dinyatakan valid.
This research is motivated by the lack of student motivation to learn, causing student learning outcomes to be low. Alternative media that can be used to increase students' motivation and learning outcomes is wordwall educational game media. The purpose of this study was to determine whether there was a significant effect of the use of wordwall educational games on the motivation and learning outcomes of seventh grade students in the quadrilateral material. This research is a quantitative research with an experimental model. The data collection technique for motivation is a questionnaire, while the data collection for learning outcomes is pretest and posttest. The data analysis technique was carried out using SPSS 19.0 for windows with t-test. The results of this study indicate that the use of wordwall educational games in mathematics learning activities has a significant effect on students' motivation and learning outcomes. It can be seen from the percentage of learning motivation in the experimental class is higher than the control class and the average value of the experimental class is higher than the control class.
Matematika merupakan mata pelajaran wajib yang ada di setiap jenjang sekolah, mulai dari SD, SMP, SMA, SMK, hingga perguruan tinggi. Faktanya, dari hasil wawancara pendidik matematika SMP, pada umumnya mata pelajaran matematika masih dianggap sulit dipahami karena matematika berhubungan dengan hal abstrak salah satunya pada sub materi gradien. Tujuan dari penelitian ini yaitu untuk mengetahui hasil validasi, dan desain pembelajaran dari desain pembelajaran Persamaan Garis Lurus berbasis Math Train Track. Pendekatan penelitian yang digunakan yaitu Research and Development (R&D), dengan model Design Research (DR) dan Desain penelitian menggunakan Formative Evaluation, dengan subjek penelitian pendidik dan pakar pendidikan matematika sebagai validator, dan peserta didik kelas VIII. Instrumen yang digunakan yaitu hasil validasi dari expert review (pakar pendidikan matematika) dan one-to-one (pendidik matematika). Dari hasil validasi yang dilakukan validator didapat bahwa Math Train Track layak untuk diuji coba tanpa revisi. Kata Kunci: Game-Based Learning, Math Train Track, Media Pembelajaran, Gradien.
The lack of textbooks addressing mathematical literacy skills and poor levels of mathematical literacy are the driving forces for this research. The goal of this study is to assess the level of validity, effectivity, and applicability of teaching materials based on the DAPIC problem-solving procedure that are targeted at students' mathematical literacy abilities in the area of flat-sided space creation. Design-based Research (DbR) with the Plomp model is the research methodology used. Ten respondents and two validators served as the study's data sources. Validation sheets, Literacy skill tests, and student response surveys served as the study's instruments. In order to examine the data, percentages were used, and their interpretation was based on their qualities. Based on the results of the analysis, it can be concluded that the teaching materials developed are valid, effective, and practical.
Mathematics is a compulsory subject at every level of school, from elementary, junior high, high school, vocational to tertiary institutions. In fact, from the results of interviews with junior high school mathematics educators, information was obtained that in general mathematics is still considered difficult to understand because mathematics is related to abstract matters, one of which is the gradient sub-material. Based on the results of field observations conducted in class VIII at one of the junior high schools in the city of Bandung, information was obtained that students really liked games. The design in this study used Formative Evaluation, with the research subjects from 20 students of Class VIII SMP students, educators, and mathematics education experts. The instrument used was the results of completing a questionnaire conducted by participants, namely class VIII students, it was found that the Math Train Track could increase students' learning interest. This research is limited only to find out the increase in students' interest in learning by the Math Train Track as a game-based learning media.
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