Kepraktisan Media Tutorial Pembelajaran Matematika Berbasis Komputer pada Materi Pokok Bangun Ruang
Abstract
Learning media have a contribution to the teaching and learning process, not only helping teachers deliver lessons but also providing added value in learning. One of the media that can be used as a solution as an interesting learning medium is a computer-based tutorial media of mathematics. This study aims at producing a practical computer-based tutorial media of mathematics. The subject of the study is the 30 students of IX-4 class of SMPN 1 Keruak, in which it is categorized as research and development by using the model ADDIE from Brunch. Furthermore, ADDIE is the acronym for analyze, design, development, implementation, and evaluation. The instrument used in collecting the data consists of a teacher-student practicality instrument. Based on the media, the assessment for the testing of practicality is in the category "very valid” for the teachers and students with 89% for teacher practitioners and 89 3% for student practitioners. Based on the result, it can be concluded that a computer-based tutorial media of mathematical learning that has been developed is feasible to use.
References
Admaja, A., Kuswandi, D., Soepriyanto, Y. (2019). Pengembangan multimedia tutorial untuk guru dalam mengembangkan software tes berbasis komputer. Jurnal Inovasi Teknologi Pembelajaran, 5(2), 63-68.
Akker, J, V., Gravemeijer, K., McKenney, S., & Nieveen, N. (2016). Education Design Research. London: Taylor & Francis Ltd.
Arsid, I. (2020). Pengembangan media pembelajaran matematika mandiri berbasis macromedia flash materi koordinat cartesius. Elips: Jurnal Pendidikan Matematika, 1(1), 19-29.
Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Jerman: Springer Science & Business Media
Hafiz, M. (2013). Research and development: penelitian di bidang pendidikan yang inovatif, produktif, dan bermakna. Jurnal Ta’adib, 16(1), 28-43.
Hafidz, M & Masriyah. (2020). Pengembangan media pembelajaran berbasis android untuk pembelajaran permutasi dan kombinasi. Jurnal Matematika Kreatif-Inovatif, 11(22), 126-135.
Irawan, A & Hakim, M. (2017). Kepraktisan media pembelajaran komik matematika pada materi himpunan kelas VII SMP/MTs. Jurnal Program Studi Pendidikan Matematika, 10(1), 91-100.
Januszewski, A & Molenda, M. (2008). Education Technology: A definition With Commentary. New York: Lawrence Erlbaum Associates.
Lestari, D., Wrahatnolo, T., Rijanto, T., & Anifah, L. (2022). Pengembangan media pembelajaran ispring suite 9 berbasis android pada mata pelajaran dasar listrik dan elektronik di SMK Negeri 3 Surabaya. Jurnal Pendidikan Teknik Elektro, 11(1), 79-85
Plomp, T & Nieveen, N. (2010). An Introduction to Educational Design Research. Enschede: SLO-Netherlands Institute for Curriculum Development.
Prayitno, S. (2019). Evaluasi Pembelajaran Matematika. Mataram: Duta Pustaka Ilmu.
Purwanto. (2011). Evaluasi Hasil Belajar. Yogyakarta: Pustaka Belajar.
Riduwan. (2012). Belajar Mudah Penelitian. Bandung: Alfabeta.
Rusman, dkk. (2012) Pembelajaran Berbasis Teknologi Informasi dan Komunikasi. Jakarta: PT Raja Grafindo Persada.
Sugiono. (2016). Metode Penelitian & Pengembangan Research And Development untuk Bidang Pendidikan, Manajemen, Social, Teknik. Bandung: Alfabeta.
Suryani, N., Setiawan, A., & Putria, A. (2018). Media Pembelajaran Inovatif dan Pengembangannya. Bandung: Remaja Rosdakarya.
Widoyoko. (2013). Evaluasi Program Pembelajaran. Yogyakarta: Pustaka Pelajar.
Yuniasih, N., Aini, R. N., Widowati, R. (2018). Pengembangan Media Interaktif berbasis ispring materi sistem pencernaan manusia kelas V SDN Ciptomulyo 3 Kota Malang. Jurnal Ilmu Pendidikan 8(2), 85-94.