PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID PADA MATERI TRIGONOMETRI

Fithrotin Niswah, Roisatun Nisa'

Abstract


The purpose of this research is to produce an android application that is valid, practical, and effective which is used as a medium for learning mathematics. This type of research is research development using ADDIE (analysis, design, development, implementation, and evaluation) research method. At the analysis stage, the thing to do is analyze the characteristics of students and analyze the curriculum through interviews. From the results of interviews, it is known that the characteristics of students are influenced by their abilities, there are 2 groups of students' abilities, namely high and low ability students, and the applicable curriculum is the 2013 curriculum. At the design stage, product design is done, namely the collection of materials, images, questions, and flowchart creation. Validation results from media experts and material experts get an average value of 4.0 and 4.1 validators respectively so that the media is said to be valid. In the implementation stage, limited trials were conducted with using the test of learning results and student response questionnaires. At the time of pre-test obtained an average of 66.7 with unfinished criteria, while the average result of post-test is 85.6 with good criteria. Based on the assessment of the questionnaire responses, students obtained an average of 4,326 with very good criteria. This study shows that the learning media is valid, practical, effective.


Keywords


Media Pembelajaran Matematika, Android, dan Trigonometri

Full Text:

PDF

References


Chisara, C., Hakim, D. L., & Kartika, H. (2019). Implementasi pendekatan Realistic Mathematics Education (RME) dalam pembelajaran matematika. Prosiding Sesiomadika, 1(1b).

Darwin, W. (2020). Efektivitas Pengembangan Modul Berbasis Konstruktivisme Pada Mata Pelajaran Sistem Komputer Bagi Siswa TKJ Tingkat SMK. Jurnal Edutech Undiksha, 8(1), 147–155.

Depdiknas, U. U. (2003). Sistem Pendidikan Nasional No. 20 Tahun 2003. Jakarta: Citra Umbara.

Dewi, P. S., & Sintaro, S. (2019). Mathematics Edutainment Dalam Bentuk Aplikasi Android. Triple S (Journals of Mathematics Education), 2(1), 1–11.

Ekayani, P. (2017). Pentingnya penggunaan media pembelajaran untuk meningkatkan prestasi belajar siswa. Jurnal Fakultas Ilmu Pendidikan Universitas Pendidikan Ganesha Singaraja, 2(1), 1–11.

Hafifah, F., Nurimani, N., & Arifannisa, A. (2019). Perbedaan Model Pembelajaran Contextual Teaching and Learning dan Jigsaw terhadap Hasil Belajar Matematika. Prosiding Seminar Nasional Pendidikan STKIP Kusuma Negara.

Indriyani, L. (2019). Pemanfaatan media pembelajaran dalam proses belajar untuk meningkatkan kemampuan berpikir kognitif siswa. Prosiding Seminar Nasional Pendidikan FKIP, 2(1), 17–26.

Jatisunda, M. G., & Nahdi, D. S. (2019). Kesulitan siswa dalam memahami konsep trigonometri di lihat dari learning obstacles. Jurnal Didactical Mathematics, 2(1), 9–16.

Karim, A., & Savitri, D. (2020). Pengembangan media pembelajaran matematika berbasis android di kelas 4 sekolah dasar. Jurnal Lebesgue: Jurnal Ilmiah Pendidikan Matematika, Matematika Dan Statistika, 1(2), 63–75.

Khuzaini, N., & Sulistyo, T. Y. (2020). Pengembangan Media Pembelajaran Interaktif Berbasis Android Menggunakan Adobe Flash Cs6 Pada Materi Segiempat Dan Segitiga. KoPeN: Konferensi Pendidikan Nasional, 2(1), 178–183.

Kurniawati, F. N. A. (2022). MENINJAU PERMASALAHAN RENDAHNYA KUALITAS PENDIDIKAN DI INDONESIA DAN SOLUSI. Academy of Education Journal, 13(1), 1–13.

Pendidikan, K. (2018). Peraturan Menteri Pendidikan Dan Kebudayaan Republik Indonesia Nomor 36 Tahun 2018 Tentang Perubahan Atas Peraturan Menteri Pendidikan Dan Kebudayaan Nomor 59 Tahun 2014 Tentang Kurikulum 2013 Sekolah Menengah Atas. Madrasah Aliyah, 116.

Putri, R. S. (2019). Pengembangan media pembelajaran berbasis android pada materi sistem koloid di sma negeri 2 banda aceh. Universitas Islam Negeri AR-Raniry.

Sari, T. T., & Cahyono, A. H. (2020). Pengembangan E-Learning Berbasis Android “Fun Math” Sebagai Alternatif Belajar Matematika di Tengah Pandemi. Jurnal Cendekia: Jurnal Pendidikan Matematika, 4(2), 1283–1298.

Sarrab, M., Elgamel, L., & Aldabbas, H. (2012). Mobile learning (m-learning) and educational environments. International Journal of Distributed and Parallel Systems, 3(4), 31.

Yanti, N. S., & Huda, Y. (2020). Analisis tingkat kelayakan aplikasi android “appypie” sebagai media pembelajaran. Voteteknika (Vocational Teknik Elektronika Dan Informatika), 8(4), 114–120.

Zain, A. N., Supardi, L., & Lanya, H. (2017). Analisis Kesalahan Siswa dalam Menyelesaikan Materi Trigonometri. Sigma, 3(1), 12–16.




DOI: http://dx.doi.org/10.53712/sigma.v7i2.1405

Refbacks

  • There are currently no refbacks.


Cek Pengunjung

Indexed by:

  

Published by Prodi Pendidikan Matematika FKIP Universitas Madura
Jl. Raya Panglegur Km 3,5 Pamekasan
Phone: (0324) 322231
website: http://http://ejournal.unira.ac.id/index.php/jurnal_sigma/index

Email: math@unira.ac.id 

Creative Commons License
SIGMA by Universitas Madura is licensed under a Creative Commons Attribution 4.0 International License.