This study is a advances study of the development of geometry multimedia based on Van Hiele's thinking theory with the aim of for enhancing critical thinking ability using the ADDIE development model. In this study, a difference test was conducted to determine the effect of using geometry multimedia on students' critical thinking abilities. This experiment was conducted at SDN Mojoroto 1 and SDN Mojoroto 6 Kota Kediri. The results of the t-test analysis show that there are significant differences between the critical thinking abilities of students who use geometry multimedia based on Van Hiele's thinking theory and those who do not use geometry multimedia based on Van Hiele's Thinking Theory.
AbstrakPenelitian ini merupakan penelitian pengembangan dengan merancang multimedia geometri yang disesuaikan dengan tahapan yang ada pada proses berpikir van Hiele sehingga dapat meningkatkan kemampuan berpikir kritis siswa kelas V SD. Indikator berpikir kritis yang digunakan pada penelitian ini adalah mengidentifikasi masalah, mengumpulkan informasi yang relevan, menyusun alternatif pemecahan masalah, dan membuat kesimpulan. Prosedur pengembangan dalam penelitian ini mengadaptasi model pengembangan ADDIE yang hanya sampai pada tahap development. Penelitian ini bertujuan untuk mengetahui kelayakan multimedia geometri berbasis teori berpikir van Hiele dalam meningkatkan kemampuan berpikir kritis siswa. Meteri geometri yang digunakan dalam penelitian ini adalah materi luas dan keliling lingkaran. Hasil dari uji kelayakan produk menyatakan bahwa produk multimedia geometri ini valid, praktis, dan efektif.Kata Kunci : pengembangan, multimedia, geometri, teori berpikir, van Hiele, berpikir kritis
Currently at the elementary school level has used Curriculum 2013 (K-13) which emphasizes thematic learning by studying various fields of science simultaneously in a series of themes. But the problem is there is no learning material which is packaged in the form of interactive multimedia that is able to link K-13 thematic learning in elementary school. The aim of this research is to produce interactive multimedia products based on K-13 as a thematic learning innovation in valid primary schools. The type of this research is a research and development (R&D) by adapting the ADDIE development model. It is said to adapt because this research process stops at the development stage in terms of product validity. Product validity based on graphic design experts score 87 with valid criteria. Meanwhile, according to Sciences experts this product got a score of 86 with valid criteria, for Mathematic experts it got a score of 86, Indonesian material experts got a score of 90, and Civics material received a score of 89 with valid information. In the expert assessment of Sports education received a score of 93 with a very valid category. From the multimedia linguistic point of view, the evaluation is very valid and appropriate to cognitive development level of children with a validity value of 92. Thus the conclusion of this study is that interactive K-13 based multimedia products are said to be valid and feasible to use.
This service aims to implement solutions to solve the problems of Elementary School of Laboratorium UN PGRI Kediri as a partners to (1) increase teachers' understanding of the curricular program insight as the beginning of the cocuricular program development program, through counseling with teachers about the material characteristics of each field of study that allow and maximum potential to be used as material the curricular program, and the Focus Group Discussion activity between the teaching team and the teacher team to determine priorities for the development of the curricular). This community service activity begins with a presentation on the discussion of the understanding, goals, principles, and procedures for implementing the curricular program. After the explanation from the speaker, a question and answer session was held with the teacher in Elementary School of Laboratorium UN PGRI Kediri. The teachers have come to understand the concept of the curricular (as an additional intracuricular program) and it is hoped that after this activity the teachers will be ready in the next service program, which is the physical development of the curricular program.
In the industrial revolution 4.0, 4C’s skills (critical thinking, creative thinking, collaboration, and communication) are essential for the students. Therefore, starting from elementary school, these skills need to be cultivated. According to Permendikbud No. 23 of 2017, there are 3 activities that must carry out, namely intra-curricular, co-curricular, and extra-curricular. Like intra-curricular activities, co-curricular activities should be structured and systematic as intra-curricular that have teaching material. However, the reality is a lot of school don’t have a good preparation for doing co-curricular. Co-curricular is the activities of deepening the material (indicator) there are in intra-curricular, so the material presented in co-curricular activities must be the material that is difficult or that needs enrichment. One of the materials that requires enrichment is mathematics. It is because mathematics has contained difficult material and is usually feared by the students. This article will specifically discuss the needs of students in full-day schools whose co-curricular activities in Mathematics Club (MC) are an cultivate 4C’s skills. The method used exploratory research method. The result of this research found that Schools needed activities such as Mathematics Club because the schools had not implemented cocurricular activities optimally. Di era revolusi industry 4.0, keterampilan 4C (critical thinking, creative thinking, collaboration, and communication) penting untuk dimiliki siswa. Oleh karena itu, mulai dari tingkat sekolah dasar, kemampuan ini perlu ditumbuhkan. Sesuai Permendibud No 23 tahun 2017 terdapat 3 kegiatan yang harus dilakukan sekolah yakni intrakurikuler, kokurikuler, dan ekstrakurikuler. Layaknya kegiatan intrakurikuler, kegiatan kokurikuler seharusnya juga tersusun secara terstruktur dan sistematis disertai dengan bahan ajarnya. Namun, kenyataannya sekolah belum memiliki kesiapan yang maksimal terkait dengan perancangan dan pelaksanaan kegiatan kokurikuler tersebut. Kegiatan kokurikuler adalah kegiatan pendalaman materi (indikator) yang ada dalam kegiatan intrakurikuler, jadi materi yang disajikan dalam kegiatan kokurikuler haruslah materi yang sulit atau butuh pengayaan. Salah satu materi yang membutuhkan pengayaan adalah materi matematika. Hal ini dikarenakan matematika selalu menjadi materi yang sulit dan ditakuti siswa. Artikel ini secara spesifik akan membahas kebutuhan siswa di sekolah full day terhadap kegiatan kokurikuler mathematics club sebagai upaya menumbuhkan keterampilan 4C. Metode yang digunakan dalam penelitian ini adalah metode penelitian eksploratif dimana peneliti melakukan observasi dan wawancara secara mendalam terhadap kebutuhan sekolah terhadap kegitan kokurikuler Mathematics Club. Hasil penelitian menemukan bahwa sekolah membutuhkan kegiatan seperti Mathematics Club karena sekolah belum menerapkan kegiatan kokurikuler secara maksimal.
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