The purpose of this study is to design a digital module based on mathematical communication skills. This a development research which is carried out to determine the use of poor learning media and students’ low comprehensive skills in understanding mathematical topics associated with relations and functions. One of the solutions used to overcome this problem is by designing a digital teaching module using media. The research and development method consisting of Analysis, Design, Development, implementation, and Evaluation (ADDIE), were used to carry out this study. The results showed that the digital module is highly valid with a total expert validation of 95.1% and in the very good category. Also, the students' response to the digital module is in the very good category, with a total response criterion of 89.8%. Therefore, the designed digital module has the ability to improve students' independence in learning because its use is not limited to classrooms.
Abstrak. Penelitian ini bertujuan (1) mengembangkan materi ajar media pembelajaran berdasarkan kearifan lokal, dan (2) mengetahui kualitas dan kelayakan bahan ajar berbasis ahli material, pakar media, peer reviewer, dalam hal ini adalah dosen media/multimedia belajar matematika. Model pengembangan yang digunakan untuk mengembangkan perangkat pembelajaran, dalam penelitian ini adalah memodifikasi dari model yang dikenal dengan Model 4D. Modifikasi yang dilakukan adalah penyederhanaan model dari empat tahap menjadi tiga tahap, yaitu: (1) Define, (2) Design, dan (3) Develop. Tahap penyebaran terbatas pada lokasi penelitian, hal ini dilakukan karena keterbatasan waktu peneliti. Pengumpulan data dilakukan melalui lembar validasi bahan ajar dan teknik analisis data dilakukan dengan cara kualitatif dengan metode deskriptif. Melalui proses pengembangan penelitian diperoleh alat pembelajaran matematika dalam bentuk modul media berdasarkan kearifan lokal yang valid yaitu 74,67.Abstract. The existing teaching materials or learning media have not adequately integrated, explored the values of local wisdom, although they have met some of the eligibility criteria of the textbook, that is, the content of the content, presentation, language, and the feasibility of the graphics. However, the material still has not raised the richness of local culture. The purpose of this research is (1) to develop teaching materials of learning media based on local wisdom, and (2) to know the quality and feasibility of teaching materials based on material expert, media expert, peer reviewer, in this case is lecturer of media / multimedia learning mathematics. The research method used is experimental method with development model, development model used to develop learning device, in this research is to modify from model known as Four-D Model. Modifications made are simplification of the model from four stages into three stages, namely: (1) Define, (2) Design, and (3) Develope. The deployment stage is limited to the research site, this is done because of the limited time of the researcher. Through the process of development research obtained by learning tools of mathematics in the form of a media module based on valid local wisdom of 74.67.
The Industrial Revolution 4.0 on Education in Indonesia affects school activities rapidly. Teachers are no longer educated in classrooms only, but they can also utilize technology to conduct distance learning. One interactive application that can be used as a form of question exercise is Quizizz. Therefore, this research aims to: first, examine the effectiveness of students' activities by using Quizizz on mathematical problem-solving skills; second, investigate the differences in the increase in students' ability to solve mathematical problems between the class with and without the Quizizz-aided learning method; third, describe the activities of students who used the Quizizz-aided drill learning method; and fourth, describe the students' responses in using Quizizz. The research was quasi-experiment with a pretest-posttest non-equivalent control group design. The participants in this study are 67 of Grade10 students divided into experimental and control classes. Data collection techniques used were tests for students' mathematical problem-solving skills and questionnaires. The instruments were validated using Pearson correlation, while the reliability was tested using Cronbach's Alpha. Then, the N-gain test was used to analyze the data. The results showed that there was an effect on students’ learning activities by using Quizizz on their problem-solving skills. Besides, there was a difference in the improvement of problem-solving skills between the class with and without Quizizz-aided. Furthermore, students’ activities in three meetings have increased. Moreover, students provided a positive response in learning using Quizizz. Thus, it can be concluded that Quizizz is effective in improving mathematical problem-solving skills.
Mathematics learning innovations in teaching materials used in schools are still in the form of printed books from the government. In 4.0 era, the use of technology can be used to make teaching materials in the form of e-modules or electronic modules using the Kvisoft Flipbook application. The purpose of this study was to determine the validity, practicality, and student responses to the design of the number pattern e-module based on mathematical creative thinking skills using the kvisoft flipbook application so that it can be used as a learning resource for students both in the classroom learning process and independent learning. The method used in this study is a research and development (R&D) method using the ADDIE model. The data collection technique used is through a validation questionnaire, user practicality questionnaire and student response questionnaire to e-modules. The results of the study show that this e-module is very feasible to use with the results of material expert validation, media expert validation, user practicality, and student responses to e-modules. Based on the results of this study, the design of the e-module using the kvisoft flipbook maker application based on mathematical creative thinking skills is appropriate for use in the learning process for class VIII number pattern material
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