Development of contextual-based digital mathematics learning media for junior high school students

Luqman Nur Hakim, Suryo Hartanto, Fitrah Amelia, Pardomuan Sitanggang
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Abstract

Learning Media used in the learning process is not optimal, students have difficulty in understanding mathematical concepts.Digital Learning media are needed according to the needs of students, which are easily accessible and support students in internal and external learning activities. The purpose of the research is to develop contextual-based digital mathematics learning media for Junior High School students that are valid, practical, and effective. Types of research, Research Development with ADDIE Development model: Analysis, Design, Development, Implementation and Evaluation. The study was conducted with students subject SMPN 51 Batam. Research instruments in the form of questionnaires of material experts, media experts, student response questionnaires, educator response questionnaires and learning outcomes test questions, were declared valid and reliable. Based on the results of the study, the development of Learning media achieved aspects of the validity of the material expert at 3.78 (very valid) and media expert 3.77 (very valid), small group trials 82.62 percent (practical) and the response of educators 90.83 percent (very practical). and aspects of media effectiveness 73.68 percent (effective). Based on the results of the study, it was concluded that contextual-based digital mathematics learning Media for Junior High School students that have been developed are valid, practical and effective, developed media can be chosen as an alternative for learning mathematics causes attractive and interactive design view, with contextual mathematics.
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为初中生开发基于情境的数字数学学习媒体
学习过程中使用的学习媒体并不理想,学生难以理解数学概念。需要根据学生的需要开发数字学习媒体,方便学生使用,并为学生的校内外学习活动提供支持。本研究的目的是为初中生开发基于情境的数字化数学学习媒体,使其具有有效性、实用性和实效性。研究类型,采用 ADDIE 开发模式进行研究开发:分析、设计、开发、实施和评价。研究对象为巴淡岛 SMPN 51 的学生。研究工具包括材料专家问卷、媒体专家问卷、学生答卷问卷、教育工作者答卷问卷和学习成果测试题,均被宣布为有效和可靠。根据研究结果,学习媒体的开发在以下方面取得了成效:材料专家的有效性为 3.78%(非常有效),媒体专家的有效性为 3.77%(非常有效);小组试验的实用性为 82.62%;教育工作者的回应率为 90.83%(非常实用);媒体的有效性为 73.68%(有效)。根据研究结果,得出的结论是:已开发的基于情境的初中生数字数学学习媒体是有效、实用和有效的,开发的媒体可作为数学学习的替代选择,其设计理念具有吸引力和互动性,并具有情境数学的特点。
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