PENGEMBANGAN MEDIA PEMBELAJARAN PERMAINAN ULAR TANGGA MATERI OPERASI HITUNG PECAHAN KELAS V SEKOLAH DASAR NEGERI 24 CAKRANEGARA TAHUN PELAJARAN 2017/2018

Lalu Abdul Aziz
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引用次数: 3

Abstract

This study aims to develop a valid and effective teaching material on grade V Mathematics subjects in elementary school and to find out the results of the development of snake ladder game media in fractional counting operations in class V students. namely the Define, Design, and Develop stages adopted from the FourD Thiagarajan model. The formulation of the problem in this study is how to develop a valid and effective snake ladder game learning media on math subjects operating material to calculate the V class fractions of elementary school in academic year 2017/2018. The results showed that the quality of the snake ladder game media in mathematics learning for elementary school students in grade V was included in the good category, with an average score of material aspects 68.2, from the media aspect 72.25, from a scale of 1-5. The results of the distribution of motivation questionnaires conducted in the field trials with a total of 17 students amounted to 98.42%. This means that the game of the snake game shows that the use of this snake game media has a good impact on improving the learning motivation of fifth grade students at SDN 24 Cakranegara.
本研究旨在开发一套有效的小学五年级数学课程教材,并了解蛇梯游戏媒体在五年级学生分数计算运算中的开发效果。即从d Thiagarajan模型中采用的定义、设计和开发阶段。本研究的问题表述是如何开发一种有效的蛇梯游戏学习媒体,在数学科目操作材料上计算2017/2018学年的小学V班分数。结果表明:五年级小学生数学学习中蛇梯游戏媒介的质量为良好,材料方面平均得分为68.2分,媒介方面平均得分为72.25分,评分范围为1-5分。在17名学生的实地试验中,动机问卷的发放结果为98.42%。这意味着,蛇游戏的游戏表明,使用这种蛇游戏媒体对提高SDN 24 Cakranegara五年级学生的学习动机有很好的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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