VALIDITY OF CONTEXTUAL TEACHING AND LEARNING (CTL) COMIC LEARNING MEDIA

Teni Suriani, Andi Kurnia Riski Sanneng
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Abstract

The lack of student interest in learning mathematics is caused by the teaching materials used not being able to make students active so that student scores have not reached the Minimum Completeness Criteria (KKM). School teaching materials contain many questions with almost the same level of difficulty and solution methods so that students get a little bored of doing them. This research aims to develop mathematics learning media in the form of comics with Contextual Teaching and Learning (CTL) nuances to improve the mathematics learning outcomes of class VII students at SMP N 20 Jambi City. In this development it is expected to obtain valid mathematics learning media results. This type of research is development research that produces a product in the form of learning comics. The development of this comic uses the ADDIE model which consists of 5 stages, namely the Analyze, Design, Development, Implementation, Evaluation stages. The research subjects were class VII students of SMP N 20 Jambi City. Learning device validation was carried out by mathematics education experts and Indonesian language education experts. The overall validation results for comic media are very valid with a success rate of 85.52%. With this it can be concluded that the development of comic media with Contextual Teaching and Learning (CTL) nuances can be used as teaching material.
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情境教学(CTL)漫画学习媒体的有效性
学生对数学学习缺乏兴趣的原因是所使用的教材不能使学生积极主动地学习,因此学生的成绩没有达到最低完整标准(KKM)。学校教材中的许多问题,难度和解题方法几乎相同,学生做起来有些厌烦。本研究旨在开发具有情境教学(CTL)特点的漫画形式数学学习媒体,以提高占碑市 SMP N 20 七年级学生的数学学习成绩。在这一开发过程中,有望获得有效的数学学习媒体成果。这类研究属于开发研究,以学习漫画的形式产生产品。该漫画的开发采用了 ADDIE 模型,该模型由 5 个阶段组成,即分析、设计、开发、实施、评估阶段。研究对象是占碑市 SMP N 20 的七年级学生。数学教育专家和印尼语教育专家对学习设备进行了验证。漫画媒体的总体验证结果非常有效,成功率为 85.52%。由此可以得出结论,开发具有情境教学(CTL)特点的漫画媒体可用作教材。
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