Developing Wetland Contextual Interactive Learning Media on Numbers Using Drill and Practice Method

Harja Santana Purba, Ati Sukmawati, Nuruddin Wiranda, Y. Suryaningsih, Rizaldi Aprilian
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Abstract

Textbooks used in schools today are available in both print and digital versions. The use of the digital version is not much different from the printed version, which is accessed page by page. The more technology develops, the more learning facilities and infrastructure are developed. Currently the availability of interactive technology that allows students and books to interact with each other. Interactive books can be designed to respond to student activities as a teacher responds to students. The purpose of this study was to develop interactive media on number material for class VII students with a drill and practice approach. The content of teaching materials has wetland content, including information on fruits, fish and handicrafts. This interactive media was developed using HTML, CSS, Javascript, Scratch, Mathjax, JSON, and Firebase technologies. The learning approach uses the drill and practice method. This interactive media was tested to organize online learning during the Covid-19 pandemic. Based on the results of the study, it was found that student learning outcomes showed the overall average score was above the KKM of the subjects, namely the average value of learning outcomes was 75.80 from the KKM of 75.00. The results of teacher and student responses showed a positive response to the developed interactive media.
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运用练习法开发湿地数字情境互动学习媒体
现在学校使用的教科书有印刷版和电子版。数字版本的使用与印刷版没有太大区别,印刷版是一页一页地访问的。科技越发达,学习设施和基础设施就越发达。目前,交互式技术的可用性使学生和书籍能够相互交互。互动式书籍可以被设计成响应学生的活动,就像老师响应学生一样。本研究旨在以练习与练习的方式,为七年级学生开发数字材料的互动媒体。教材内容有湿地内容,包括水果、鱼类、手工艺品等信息。这个交互式媒体是使用HTML、CSS、Javascript、Scratch、Mathjax、JSON和Firebase技术开发的。学习方法采用练习加练习的方法。在2019冠状病毒病大流行期间,对这种互动媒体进行了测试,以组织在线学习。根据研究结果,学生的学习成果显示整体平均分高于科目的KKM,即学习成果的平均值为75.80,而KKM为75.00。教师和学生的反应结果显示,对开发的互动媒体有积极的反应。
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