Zahrotul Luthfina Ramadhani, Dyah Ayu Sulistyaning Cipta, Era Dewi Kartika
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The results of the research are based on the design carried out (1) analysis: needs analysis which shows that the use of learning media is still limited, and students have not been actively involved in the learning process, technology analysis, a combination of Power Point and iSping Suite 10 used as the main software, and curriculum analysis according to with the 2013 curriculum; (2) design: collecting references, designing material content according to aspects of understanding concepts, preparing stoyboards and flowcharts to make it easier to create learning media; (3) development; creating learning media, expert validation to determine the validity of learning media, and revising phase I products based on validator input; (4) implementation: trial to obtain data on students' level of understanding of concepts after applying learning media; (5) evaluation: analyzing student learning test results to determine the level of understanding of concepts. 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引用次数: 0
摘要
本研究的目的是为初七班学生开发互动学习媒体“兴奋数学游戏”。采用的研究方法是参照ADDIE模型的发展研究。研究工具是媒体发展表和学生学习成果测试。研究结果是在设计的基础上进行的(1)分析:需求分析表明学习媒体的使用仍然有限,学生并没有积极地参与到学习过程中,技术分析,结合使用Power Point和iSping Suite 10作为主要软件,课程分析按照2013年课程;(2)设计:收集参考资料,根据理解概念的方面设计材料内容,准备故事板和流程图,使学习媒体的创建更加容易;(3)发展;创建学习媒体,专家验证以确定学习媒体的有效性,并根据验证者的输入修改第一阶段产品;(4)实施:尝试获取学生应用学习媒体后对概念理解程度的数据;(5)评价:分析学生的学习测试结果,以确定对概念的理解水平。根据媒体专家和材料专家的评估,所开发的学习媒体的质量达到了非常有效的标准,得分分别为3.8125和3.65。同时,在学生学习成果测试中,学生应用兴奋数学游戏学习媒体后对概念的理解水平达到了很高的标准,完成率为86.67%,平均得分在88分以上,即>70.
PENGEMBANGAN EXCITED MATH GAMES UNTUK MENINGKATKAN PEMAHAMAN KONSEP HIMPUNAN SISWA SMP
The aim of the research is to develop interactive learning media Excited Math Games on set material for class VII junior high school students. The research method used is development research referring to the ADDIE model. The research instruments were media development sheets and student learning outcomes tests. The results of the research are based on the design carried out (1) analysis: needs analysis which shows that the use of learning media is still limited, and students have not been actively involved in the learning process, technology analysis, a combination of Power Point and iSping Suite 10 used as the main software, and curriculum analysis according to with the 2013 curriculum; (2) design: collecting references, designing material content according to aspects of understanding concepts, preparing stoyboards and flowcharts to make it easier to create learning media; (3) development; creating learning media, expert validation to determine the validity of learning media, and revising phase I products based on validator input; (4) implementation: trial to obtain data on students' level of understanding of concepts after applying learning media; (5) evaluation: analyzing student learning test results to determine the level of understanding of concepts. The quality of the learning media developed meets the very valid criteria based on the assessment of media experts and material experts with scores of 3.8125 and 3.65 respectively. Meanwhile, the level of understanding of students' concepts after applying the Excited Math Games learning media obtained very high criteria based on student learning outcomes tests with a completeness percentage of 86.67% and an average score of 88 or above the students' completeness score, namely > 70.