{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI ATURAN SINUS DAN COSINUS DI MASA PANDEMI","authors":"Saepuloh Saepuloh, A. Yati","doi":"10.23960/mtk/v10i1.pp27-40","DOIUrl":null,"url":null,"abstract":"This study aimed to develop android-based interactive multimedia and analyze student responses to android-based interactive multimedia in mathematics. The research method used is Research and Development, with 7 out of 10 steps of Borg and Gall development, namely: (1) Research and data collection, (2) Planning, (3) Initial product development, (4) Initial product trial, (5) Product improvement, (6) Field trial, (7) Completion of field test results. The sample was taken randomly, namely class X. IPS 1 MA Assa'adah Jamanis, totaling 31 students. Due to gadget limitations, only 25 students can join. Data was collected using interviews, documentation studies, questionnaires (for media experts, material experts, and students), and tests (pre-test and post-test). Data analysis techniques are calculating and recapitulating the questionnaire, calculating the percentage of eligibility from the validators, converting the average score that has been obtained into qualitative values according to the assessment criteria, attractiveness analysis, and effectiveness analysis. The learning media developed is very feasible based on the validation of media experts and material experts. Media can be used in the learning process to help students understand the sine and cosine rule learning material. In addition, the use of learning media can also improve student learning outcomes during the pandemic.","PeriodicalId":440747,"journal":{"name":"Jurnal Pendidikan Matematika Universitas Lampung","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Pendidikan Matematika Universitas Lampung","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23960/mtk/v10i1.pp27-40","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This study aimed to develop android-based interactive multimedia and analyze student responses to android-based interactive multimedia in mathematics. The research method used is Research and Development, with 7 out of 10 steps of Borg and Gall development, namely: (1) Research and data collection, (2) Planning, (3) Initial product development, (4) Initial product trial, (5) Product improvement, (6) Field trial, (7) Completion of field test results. The sample was taken randomly, namely class X. IPS 1 MA Assa'adah Jamanis, totaling 31 students. Due to gadget limitations, only 25 students can join. Data was collected using interviews, documentation studies, questionnaires (for media experts, material experts, and students), and tests (pre-test and post-test). Data analysis techniques are calculating and recapitulating the questionnaire, calculating the percentage of eligibility from the validators, converting the average score that has been obtained into qualitative values according to the assessment criteria, attractiveness analysis, and effectiveness analysis. The learning media developed is very feasible based on the validation of media experts and material experts. Media can be used in the learning process to help students understand the sine and cosine rule learning material. In addition, the use of learning media can also improve student learning outcomes during the pandemic.
本研究旨在开发基于android的交互式多媒体,并分析学生对基于android的交互式多媒体数学教学的反应。使用的研究方法是研究和开发,博格和盖尔开发的10个步骤中有7个步骤,即:(1)研究和数据收集,(2)计划,(3)初始产品开发,(4)初始产品试验,(5)产品改进,(6)现场试验,(7)完成现场试验结果。随机抽取样本,即x.p is1 MA Assa’adah Jamanis班,共31名学生。由于设备的限制,只有25名学生可以参加。通过访谈、文献研究、问卷调查(针对媒体专家、材料专家和学生)和测试(测试前和测试后)收集数据。数据分析技术是计算和总结问卷,计算验证者的资格百分比,根据评估标准、吸引力分析和有效性分析,将获得的平均分转换为定性值。经过媒体专家和材料专家的验证,所开发的学习媒体是非常可行的。在学习过程中可以利用媒体帮助学生理解正余弦法则的学习材料。此外,在大流行期间,使用学习媒体还可以改善学生的学习成果。