Our students experience difficulties in working on non-routine mathematical problems. They cannot see the general through special things or instead see things that are special through common things when dealing with mathematical concepts and examples. They cannot see the essential features of the way or recognize it when presented in various forms. We needed to improved their learning motivation and thinking creativity through the appropriate learning form. For that purpose, the action research was carried out by applying the snowball throwing type of cooperative learning in two cycles by involving as many as 70 participants in our calculus course. We implemented the teaching techniques for finding a diffractive solution in period 1 and the methods of solving differential equations in period 2. The learning implementation of period two was the improvisation of the cycle one’ scenario by adding the learning resources, the Internet. The increase in learning motivation and thinking creativity had been able to meet the predetermined targets and concluded that the snowball throwing type of cooperative learning used in calculus lectures is useful.
The rapid increase of technological consumption in many aspects has left educational institutions a great demand to apply it, including higher education. At higher education, the lecturers generally undertake the teaching and learning process out of class. In this case, one possible approach to facilitate this distant learning is through virtual classroom (online learning). The potential use of online learning rises the needs towards how it should be designed. Thus, this paper attempts to discuss about designing online learning that can help enhance student learning and make them engage with the content. An example of classroom implementation was depicted from Mathematics course. The data were collected through an analysis of developmental study conducted at two Indonesian universities. The results of this study indicate that there are four main concerns in designing constructive online learning (1) course arrangement; (2) content appearance; (3) collaborative and interactive; and (4) well-timed response.
Penelitian ini bertujuan untuk mengetahui pengaruh perhatian orang tua dalam pembelajaran online matematika terhadap motivasi belajar siswa di kelas VIII SMP Negeri 7 Medan. Metode kuantitatif digunakan dalam penelitian ini. Jenis penelitian yang dipakai adalahexpost facto, dengan teknik pengambilan sampel secara simple random sampling. Penentuan jumlah sampel menggunakan rumus Isaac dan Michael dengan sampel sebanyak 162 siswa kelas VIII SMP Negeri 7 Medan. Hasil analisis linier sederhana, menunjukkan terdapat pengaruh signifikan antara perhatian orang tua terhadap motivasi belajar siswa diperoleh Y = 5.284 + 1.097X. Hasil uji hipotesis menggunakan uji t pada taraf signifikan 95% dan alpha 5% diperoleh nilai thitung sebesar 25.957 dan ttabel sebesar 1.975 dengan demikian thitung> ttabel atau 25.957 > 1.975 sehingga hipotesis diterima. Koefisien determinasi (R2) adalah 0,808 yang menjelaskan pengaruh perhatian orang tua dalam pembelajaran online terhadap motivasi belajar Matematika siswa sebesar 80,8% sedangkan 19,2% dipengaruhi variabel lain diluar penelitian. Sehingga disimpulkan bahwa terdapat pengaruh yang signifikan antara perhatian orang tua terhadap motivasi belajar siswa.
This study aims to determine the validity, practicality, and effectiveness of GeoGebra-based learning media on the cube and cuboid data side building material that was developed. This research is a research development or Research and Development (R&D) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subjects in this study were 27 students of class IX-3 SMP Negeri 1 Sunggal and the object in this study was an interactive learning media that was developed based on GeoGebra on the material of building blocks and cubes. The data collection technique used a questionnaire sheet for the assessment of material experts, media experts, teacher and student practitioners, as well as learning outcomes tests. The results showed that the GeoGebra-based interactive learning media on the flat side of blocks and cubes obtained an average percentage of 91.31% with "very valid" criteria, obtaining an average of 90.96% with "very practical" criteria by the teacher. and students. Learning media is also said to be effective if it is seen from the score of student learning outcomes, the percentage of completeness is 100%.
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