Pengembangan Ethno–Virtual Card Berbasis Kemampuan Pemecahan Masalah Matematis Siswa dan Rasa Ingin Tahu

Noor Azif Amalia, Savitri Wanabuliandari, Ratri Rahayu
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Abstract

Tujuan penelitian ini adalah ingin menghasilkan media pembelajaran ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu yang mencapai kriteria valid, dan praktis. Metode penelitian ini adalah pengembangan dengan menggunakan model pengembangan ADDIE yang memiliki 5 tahapan, yakni: Analyze, Design, Development, Implementation, Evaluation. Namun, pada penelitian ini hanya sampai pada tahap Implementation. Subjek pada penelitian ini adalah 9 siswa Kelas VII G SMP N 1 Jekulo. Teknik pengumpulan data meliputi wawancara dan angket. Instrumen penelitian meliputi lembar wawancara studi pendahuluan, lembar wawancara analisis kebutuhan, lembar wawancara uji skala terbatas, lembar angket studi pendahuluan, lembar angket analisis kebutuhan, lembar validitas, dan lembar kepraktisan. Berdasarkan hasil penelitian diperoleh hasil validasi ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu memiliki kriteria valid. Tingkat kepraktisan ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu memiliki kriteria praktis. Dengan demikian, dapat disimpulkan bahwa ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu yang dikembangkan dapat digunakan karena memenuhi kriteria kevalidan, yakni valid dan memenuhi kriteria kepraktisan, yakni praktis.The purpose of this research is to produce an ethno-virtual card learning media based on problem solving and curiosity that reaches valid and practical criteria. This research method is developed using the ADDIE development model which has 5 stages, namely: Analyze, Design, Development, Implementation, and Evaluation. However, this study only reached the implementation stage. The subjects in this study were 9 students of Class VII G SMP N 1 Jekulo. Data collection techniques include interviews and questionnaires. The research instruments include preliminary study interview sheets, needs analysis interview sheets, limited scale test interview sheets, preliminary study questionnaire sheets, needs analysis questionnaire sheets, validity sheets, and practicality sheets. Based on the results of the study, the results of the ethno-virtual card validation based on problem solving and curiosity have valid criteria. The level of practicality of ethno-virtual cards based on problem solving and curiosity has practical criteria. Thus, it can be concluded that the problem-solving and curiosity-based ethno-virtual card that was developed can be used because it meets the validity criteria, namely valid and meets the practicality criteria, namely practical.
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Ethno开发——基于数学问题解决能力和学生好奇心的虚拟卡片
本研究的目的是创建以问题解决为基础的ethno-virtual card学习媒体,并实现有效的、实用的好奇心。本研究方法是使用ADDIE开发模型的开发,它有五个阶段:分析、设计、开发、实现、评估。然而,这项研究只达到了实现的阶段。本研究的题目是九年级七G初中1jekulo。数据收集技术包括面试和福利。研究工具包括引言研究表、需求分析表、有限规模测试测试表、前期研究表、需求分析表、有效性表和实用表。基于研究结果,基于问题排除和好奇心的基于ethno-virtual card的验证得出了有效的标准。基于问题解决的虚拟信用卡的实用率和好奇心有实用标准。因此,可以得出结论,基于问题解决和好奇心的eths -virtual card之所以能被使用,是因为它符合有效的、有效的、实用的标准,即实用的、实用的标准。这项研究的目的是建立一种基于问题解决和好奇心的媒体研究。这项研究的方法是利用已有5种不同阶段的分析、设计、开发、实现和评估的模型发展。悬停,这项研究只是逐步实现。这次研究的题目是九年级四年级四年级的学生。数据收集技术包括面试和提问。研究工具包括sheets的初步研究,需求对sheets的采访进行有限的规模测试,初步的研究问题研究,需要分析问题sheonnaire sheets,需要验证问题shereets,有效性sheets和实践sheets。基于研究结果的研究结果,基于问题solving and curiosity的信用卡再现已被有效地分类。基于问题solving和好奇心的虚拟卡片的实践水平受到了严重的批评。因此,可以得出结论,开发的最不相关和可疑的虚拟卡片可以使用,因为它与有效的critci meets, namely有效的和实践的critny namely practical见面。
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