This study is a research and development (R & D). The model used in this research is to
The research was conducted to find out the influence of learning model of scaffolding to understanding consept of integral. The design of this research is quasi experiment consisting of 1 experiment class and 1 control class. The purpose of this research is to examine and know the difference understanding concept of integral, students who obtained learning model of scaffolding and students who received conventional learning. This research was conducted at Muhammadiyah University of Metro. The population is all students of mathematics semester 2 Universitas Muhammadiyah Metro. Two classes are drawn into a sample, 1 class as a control class and 1 other class is given learning model of scaffolding. Based on the results of research that has been done can be concluded that there is a difference understanding integral concept students who obtain learning model of scaffolding and students who obtain conventional learning.
The research was conducted to find out the influence of Group Investigation (GI) of Cooperative Learning methods toward the student’s ability of mathematical reasoning. The research design was quasi-experimental the nonequivalent posttest-only control group design consisting of one experimental class (Group Investigation of Cooperative Learning) and one control class. The research population was all the second-semester students of VIII grade of MTs Negeri 1 Lampung Timur in the academic year of 2015/2016. The research instruments used were mathematical reasoning ability test. Data Analyze mathematical reasoning ability was used independent sample t-test. The results showed that: (1) mathematical reasoning ability using Group Investigation of Cooperative Learning was higher than conventional learning.Keywords: Mathematical Reasoning Ability, Group Investigation (GI) of Cooperative Learning
ABSTRAK Tujuan dalam pengembangan ini adalah mengahasilkan produk berupa media pembelajaran berbasis android menggunakan android studio yang layak dan praktis untuk digunakan siswa di kelas XI SMA Negeri 1 Punggur. Model yang digunakan dalam penelitian pengembangan ini adalah model 4-D. Tahapan model 4-D terdiri dari Define, Design, Development, and Disseminate. Instrumen pengumpulan data berupa angket. Angket yang di gunakan yaitu angket validasi ahli untuk penilaian kelayakan produk dan angket siswa untuk melihat kepraktisan produk.Teknik analisis data yang digunakan dalam penelitian ini mencakup beberapa langkah, yaitu analisis data, tabulasi data, dan menafsirkan presentase angket.Hasil validasi yang diperoleh dari media pembelajaran yang dikembangkan dinyatakan sangat layak dengan presentase validasi ahli materi 83%, ahli media 88%, dan dengan rata-rata yang diperoleh 86%. Hasil uji coba kelompok kecil yang pertama memperoleh presentase 85% dan uji coba kedua memperoleh presentase 88% dengan rata-rata 86,5% dengan kategori sangat praktis. Berdasarkan kriteria yang telah ditetapkan maka media pembelajaran berbasis android menggunakan android studio ini dinyatakan layak dan praktis. Kata kunci: android studio; media pembelajaran; penelitian pengembangan (R&D); turunan ABSTRACT The purpose of this development is to produce a product in the form of an Android-based learning media using an Android studio that is feasible and practical to be used by students in class XI of SMA Negeri 1 Punggur.The model used in this development research is a 4-D model. The stages of the 4-D model consist of Define, Design, Development, and Disseminate. The instrument of data collection is a questionnaire. The questionnaire used is an expert validation questionnaire for the assessment of product feasibility and student questionnaires to see the practicality of the product. The dasta analysis technique used in this study includes several sterps, namely data analysis, data tabulation, and interpreting the percentage of questionnaires. The results of the validation obtained from the learning media developed were declared very feasible with the percentage of material expert validation 83%, 88% media experts, and with an average of 86%. The results of the first small group trial obtained a percentage of 85% and the second trial obtained a percentage of 88% with an average of 86.5% with a very practical category. Based on the established criteria, the Android-based learning media using Android Studio are declared feasible and practical. Keywords: android studio; derivatives; learning media; research development (R & D)
Tujuan penelitian pengembangan ini adalah menghasilkan produk berupa media pembelajarn berbasis animasi menggunakan construct 2 yang “layak” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo dan menghasilkan produk yang “praktis” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo. Model pengembangan yang digunakan sebagai dasar penelitian ini adalah model 4D yang terdiri dari 4 tahap yaitu Define, Design, Development, Disseminate. Instrument pengumpulan data pada pengembangan ini berupa angket validasi ahli dan angket kepraktisan produk. Hasil pengembangan produk berupa media pembelajaran animasi diperoleh analisis materi 89% yang masuk dalam kategori “sangat layak” dan analisis ahli media 90% yang masuk dalam kategori “sangat layak” untuk digunakan pada saat uji coba. Selanjutnya uji coba kelompok kecil dilakukan oleh 10 peserta didik diperoleh 90% yang masuk dalam kategori “sangat praktis” digunakan pada proses pembelajaran. Berdasarkan kriteria yang telah ditetapkan media pembelajaran berbasis animasi pada materi logika yang dikembangkan memenuhi kriteria layak dan praktis. Kata kunci: Pengembangan, media pembelajaran, berbasis animasi, Construct 2, logika. Abstract The purpose of this development research is to produce a product in the form of an animation-based learning media using construct 2 that is “feasible” to bw used as learning medium for students in SMA Negesi 1 Purbolinggo and to produce pruducts that are “practical” used as a learning medium for students at SMA Negeri 1 Purbolinggo. The development model used as the basid of this research is the 4D model which consists of 4 stages, namely Define, Design, Development, Disseminate. Data collection instruments in this development were expert validation questionnaire and product practicality questionnaire. The results of product development in the form of instructional media animation obtained 89% of material analysis included in the “very feasible” category and 90% of media expert analysis included in the “very feasible” category for use at the time of the trial. Furthermore, small group trials conducted by ten students obtained 90% which fall into the “very practical” ctegory used in the learning process. Based learning media on logic material that is developed it meets the feasible and practical criteria.
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