Penelitian ini bertujuan mengembangkan media pembelajaran matematika berbasis realistic mathematics education yang valid dan praktis menggunakan aplikasi macromedia flash pada materi sistem persamaan linier dua variabel di kelas VIII SMP Negeri 01 Lubuklinggau dan mengetahui karakteristik media pembelajaran macromedia flash yang dikembangkan. Penelitian ini menggunakan model ADDIE yang terdiri dari 5 tahap yaitu: Analyze, Design, Development, Implementation, dan Evaluation. Berdasarkan hasil validasi oleh tiga ahli yaitu: ahli bahasa, ahli materi dua validator, dan ahli media pembelajaran macromedia flash memenuhi kriteria valid dengan rata-rata skor 4,14. Sedangkan hasil analisis penilaian angket kepraktisan diperoleh bahwa media pembelajaran macromedia flash memenuhi kriteria praktis dengan rata-rata skor 4,08. Karakteristik yang dihasilkan dalam pengembangan media pembelajaran macromedia flash adalah materi sesuai kompetensi yang ingin dicapai, konsep materi yang disajikan benar dan berfokus pada keterkaitan antar disiplin, terdapat petunjuk yang jelas, terdapat apersepsi, alur pembelajaran jelas, terdapat pertanyaan masalah untuk diselesaikan siswa, kesimpulan setiap sub materi, latihan dan pembahasannya, serta soal evaluasi, penyelidikan autentik dan interaktif, bersifat mandiri dan menghasilkan karya dan memamerkannya, navigasi mudah, urutan terkendali, bahasa mudah dipahami siswa, gambar, animasi, teks, dan warna tersaji secara serasi dan harmonis, dan berkolaborasi.
Digital marketing optimization is a society service program done by lecturers and student of the English Department at Universitas Negeri Semarang. The society service is aimed at empowering a local community called Dheling Arts Community in Rogomulyo Village, Semarang Regency to develop their Small and Medium-sized Enterprise (SME) focusing on bamboo working. The community's life (93%) highly depends on traditional farming and bambooworking. In selling and marketing bambooworking products, the community relies on consignment selling and marketing which relatively give small profit. consignment selling and marketing methods are challenged its effectiveness amidst digital development not to mention digital marketing and business. Thus, the empowerment program is performed to give the underlying concept of digital marketing and business so that the SME can reach wider potential buyers using digital marketing tools and platforms. This program was conducted using Participatory Rural Appraisal (PRA) emphasizing the active targeted society involvement. The program resulted in a better understanding of the digital marketing concept. In addition, the local community successfully created a digital marketing media and an e-commerce account to market and sell their products of bamboo working.
This paper is based on research aiming to explore and evaluate the effectiveness of a game-based student response system platform, Kahoot, for teaching narrative writing. By using one group pre-test and post-test design, this quantitative research invited the eleventh-grade students of a senior high school in the academic year of 2021/2022, to actively participate in the project. In this case, the researchers administered a pre-test and post-test for measuring the significant difference in students’ scores, before and after the implementation of Kahoot. Based on the paired sample t-test result, the p-value is 0,000. In addition to that, the t-coefficient is greater than the t-table value, which is 18.436 > 1.690. It means that the difference between students’ skills in writing a narrative text before and after the use of Kahoot, is statistically significant. Specifically, Kahoot could enhance students’ writing in terms of organization, ideas development, grammar, mechanics, and writing style. Since the p-value is less than the significant level or 0,000 < 0,05, and the t-coefficient (18.436) is greater than the t-table (1.690), it can be safely concluded that Kahoot could significantly improve students’ writing skills, specifically in writing a narrative text.
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