DEVELOPMENT OF MATHEMATICAL DIGITAL COMICS WITH ETHNOMATEMATICS APPROACH TO CLASS III ELEMENTARY SCHOOL ON WEIGHT UNIT CONVERSION MATERIAL

Sabilla Putri Arliani, S. Khabibah
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Abstract

Technological developments have affected most aspects of human life, including education. The role of technology in education can be found in the development of learning media. One of the difficulties faced by students is connecting the mathematics they get in school with real life. Digital comics with an ethnomathematical approach can be one of the potential learning media to connect school mathematics with the real world. The purpose of this research is to develop and produce a mathematical digital comic with an ethnomathematical approach for converting weight units from g to kg and vice versa for grade III SD which is suitable for use. The method used is ADDIE. The criteria for evaluating digital comics used are valid, practical, and effective. The selection of research subjects was carried out using a purposive sampling technique and the subjects obtained were 20 third grade elementary school students and two media expert validators as well as material experts. The results showed that the digital comics developed met the valid criteria with a validity level of 80.35%, practical with a practicality percentage of 81.87%, and effective because 100% of students passed the KKM. So it can be concluded that the digital comics developed are suitable for use in mathematics learning activities because they meet the criteria of validity, practicality, and effectiveness and are expected to be used by educators as learning media to increase enthusiasm and improve student learning outcomes.
基于民族数学方法的数学数字漫画的开发小学三班重量单位转换材料
技术的发展影响了人类生活的大部分方面,包括教育。技术在教育中的作用可以从学习媒体的发展中发现。学生们面临的困难之一是将他们在学校学到的数学知识与现实生活联系起来。采用民族数学方法的数字漫画可以成为连接学校数学与现实世界的潜在学习媒体之一。本研究的目的是开发和制作一种数学数字漫画,采用民族数学方法将体重单位从g转换为kg,反之亦然,适用于III级SD。使用的方法是ADDIE。评估使用的数字漫画的标准是有效的、实用的和有效的。研究对象的选择采用有目的的抽样方法,获得的研究对象为20名小学三年级学生和2名媒体专家验证者和材料专家。结果表明,所开发的数字漫画达到效度标准,效度水平为80.35%,实用度为81.87%,有效度为100%,因为学生通过了KKM。因此,我们可以得出结论,开发的数字漫画适合用于数学学习活动,因为它符合有效性,实用性和有效性的标准,并且期望教育者将其作为学习媒体来使用,以提高学生的学习热情和改善学习成果。
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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55
审稿时长
24 weeks
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