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Pengembangan puzzle square sebagai media pembelajaran interaktif menggunakan macromedia flash 8 Sabarudin Saputra; Tanti Diyah Rahmawati; Nurfitriah Safrudin
JINoP (Jurnal Inovasi Pembelajaran) Vol. 6 No. 2 (2020): November 2020
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v6i2.12096

Abstract

ABSTRAK Matematika merupakan ilmu yang bersifat abstrak karena menuntut siswa mengonstruksi pengetahuan melalui proses menerjemahkan berbagai lambang. Hal ini menyebabkan perlunya media yang bersifat interaktif, menyenangkan, dan mudah diakses. Tujuan penelitian ini adalah mengembangkan media pembelajaran interaktif puzzle square menggunakan macromedia flash 8 dan menganalisis kelayakan media tersebut dalam pembelajaran Teorema Pythagoras di kelas VIII SMP Negeri 1 Maumere. Penelitian dan pengembangan ini menerapkan model ADDIE yang terdiri dari analisis masalah awal, desain model media, proses pengembangan dan revisi, penerapan atau uji coba, dan evaluasi hasil penerapan. Hasil penelitian ini yaitu dihasilkannya media berupa aplikasi pembelajaran puzzle square yang dapat diakses menggunakan komputer atau laptop. Media pembelajaran interaktif puzzle square dinyatakan baik berdasarkan rata-rata skor penilaian ahli materi dan ahli media sebesar 4,18 dan media pembelajaran interaktif puzzle square dinyatakan sangat baik berdasarkan rata-rata penilaian peserta didik mencapai 4,22. Dengan demikian media pembelajaran interaktif puzzle square layak digunakan dalam pembelajaran matematika pada materi Teorema Pythagoras untuk siswa kelas 8 SMP Negeri 1 Maumere. Kata Kunci: macromedia flash 8, media pembelajaran interaktif, puzzle square, pythagoras  ABSTRACTMathematics is an abstract science because it requires students to construct knowledge through the process of translating various symbols. This definition resulted in the need for interactive, fun and easily accessible media. The purpose of this research is to develop interactive learning media for puzzle square using macromedia flash 8 and to analyze the feasibility of these media in learning the Pythagorean Theorem in class VIII SMP Negeri 1 Maumere. This research applied research and development method using the ADDIE model which consists of initial problem analysis, media model design, development and revision processes, application or testing, and evaluation of application results. The results of this research illuminated the production of media in the form of a puzzle square learning application that can be accessed using a computer or laptop. The puzzle square interactive learning media was declared as good based on the average score of the material expert and media expert's assessment of 4.18 and the puzzle square interactive learning media was declared as very good based on the average assessment of students reaching 4.22. Thus, the interactive learning media puzzle square is suitable for use in mathematics learning on the Pythagorean Theorem material for grade 8 students of SMP Negeri 1 Maumere. Keywords: Macromedia Flash 8, Interactive Learning Media, Puzzle Square, Pythagoras
Analisis Kesalahan Peserta Didik dalam Menyelesaikan Soal Matematika pada Fungsi Komposisi dan Fungsi Invers Alfitrisni Yuliana Kolins; Wahyuningsih Wahyuningsih; Nurfitriah Safrudin; Muhamad Epi Rusdin
AlphaMath : Journal of Mathematics Education Alphamath: Vol. 6, No. 2, November 2020
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Purwokerto, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/alphamath.v6i2.7866

Abstract

In learning mathematics, students often experience mistakes or omissions in solving the questions given both the questions of practice, assignments, tests, and exams. This study aims to determine the student's errors mistakes in solving mathematical problems in the composition and inverse functions in SMA Negeri 1 Maumere. The method used is descriptive qualitative, with X MIPA 4 students' research subjects, amounting to 34 people who were selected based on purposive sampling technique where this subject who gets material on compulsory mathematics, namely the material composition function and inverse function. Data collection procedures are taken through the provision of test questions and interviews whit students. Data analysis includes data reduction, data presentation, and conclusions. This study results can be said that the student's errors in solving mathematical problems in the composition and inverse functions of high, medium, and low ability students make the same mistakes, namely errors in using data, language interpretation errors, and technical errors.
WORKSHOP PEMBUATAN MEDIA PEMBELAJARAN QUIS INTERAKTIF MENGGUNAKAN MICROSOFT POWERPOINT BAGI GURU SMPN 1 WAIGETE Tanti Diyah Rahmawati; Nurfitriah Safrudin; Nur Chotimah; Fitriah Fitriah; Salwiana Salwiana
Jubaedah : Jurnal Pengabdian dan Edukasi Sekolah (Indonesian Journal of Community Services and School Education) Vol. 2 No. 1 (2022): Jurnal Pengabdian dan Edukasi Sekolah (Jubaedah)
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jub.v2i1.64

Abstract

With the increasing development of technology, teachers are required to be able to master IT in learning. A variety of active and interactive learning media can motivate students in learning. This causes the need for interactive, fun, and easily accessible media. This service aims to provide knowledge and practice on making interactive learning media in the form of quizzes using PowerPoint. The results of this service got an excellent response from the teachers at SMPN 1 Waigete. With the resulting Quiz media in the form of PPT, the teachers felt that the media was beneficial and provided much knowledge that had not been obtained so far. It can be seen from the results of the questionnaire that mastery can make media quizzes using PPT 60%, while 40% still need guidance and assistance. Thus, the teachers feel that this service activity is significant to increasing their IT knowledge, and they hope that they will not stop making quizzes but can continue with other IT training because the teachers' mastery at SMPN 1 Waigete is still minimal