JINOP (Jurnal Inovasi Pembelajaran)
Vol. 6 No. 2 (2020): November 2020

Pengembangan puzzle square sebagai media pembelajaran interaktif menggunakan macromedia flash 8

Sabarudin Saputra (IKIP MUHAMMADIYAH MAUMERE)
Tanti Diyah Rahmawati (IKIP MUHAMMADIYAH MAUMERE)
Nurfitriah Safrudin (IKIP MUHAMMADIYAH MAUMERE)



Article Info

Publish Date
20 Nov 2020

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

Copyrights © 2020






Journal Info

Abbrev

jinop

Publisher

Subject

Education

Description

JINoP acts as medium of publicating the result of research covering the learning innovation theme from the elementary to higher education level. The journal also acts as a medium of disseminating research thought conducted by teachers and lecturers. In substance, the articles published in the ...