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Defianti Fitrotin Nisa’; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to develop Matif (Interactive Mathematics) video media on the topic of equivalent fractions for fourth-grade elementary school students and to determine its validity, effectiveness, and student responses. The research employed a Research and Development (R&D) method using the ADDIE model. It was conducted at SD Muhammadiyah Gresik during the first semester, involving 19 fourth-grade students. Data collection techniques included interviews, expert validation sheets for content and media, learning effectiveness tests, and student response questionnaires. The development process followed five ADDIE stages. (1) Analysis involved curriculum analysis, needs analysis, and student characteristics analysis. (2) Design focused on creating the learning flow and storyboard. (3) Development produced the video media, which was validated by experts. The material expert validation score reached 97.5%, and the media expert validation score was 91.6%, both categorized as very valid. These results indicate that the material is highly appropriate, clear, and easy to understand, while the media demonstrates excellent quality in visual, audio, typography, language, and usability aspects. (4) Implementation involved testing the media on students, with an N-Gain score of 0.8405, categorized as high, indicating that the media effectively improves students’ understanding. (5) Evaluation was conducted through student response questionnaires, resulting in a score of 95.5%, categorized as very good, showing that students found the media engaging, easy to use, and helpful. Overall, the Matif video media meets the criteria of validity and effectiveness, making it suitable as an innovative learning alternative, with potential for further development through enhanced animations and varied exercises.

Annisa Ajeng Syamilah; Arissona Dia Indah Sari; Arya Setya Nugroho

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop a PAFE (KPK FPB BOARD) learning medium for KPK and FPB materials for fifth-grade students at SDN 47 Gresik. This research uses the ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model, which focuses on the analysis, design, development, implementation, evaluation, and feasibility testing of the resulting learning media. This media was developed as an interactive tool capable of increasing learning interest, strengthening conceptual understanding, and providing a more enjoyable learning experience. The results indicate that Math Space media meets three main aspects of educational media development: validity, practicality, and effectiveness. In terms of validity, the media expert's assessment obtained a percentage of 95% and a percentage of 80.9%, respectively. Based on the average of the two results, the percentage obtained was 87.9%, making it highly valid. In terms of practicality and effectiveness, the N-gain calculation result of 0.80 is categorized as very effective, thus demonstrating that the use of the media significantly improves understanding of the KPK and FPB concepts. In terms of practicality, student responses reached 92.8%, indicating that this media is highly practical, easy to use, engaging, and supports independent learning. Overall, the PAFE (KPK FPB BOARD) learning media was deemed feasible, practical, and effective for use in mathematics learning, particularly in KPK and FPB. Furthermore, this media is flexible and can be used for both in-class and out-of-class learning.

Ekky Nur Arvia Fahma; Ika Rahmawati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study aims to develop an interactive digital learning media based on Wordwall, named TANGKAS (Tantangan Asyik Ngulik Pecahan Kelas Empat Seru), as a practice tool for addition and subtraction of fractions in fourth-grade elementary students. The development process employed the ADDIE model, which includes the Analyze, Design, Develop, Implement, and Evaluate stages. The research subjects consisted of 29 fourth-grade students at SDN Ngemplak I Baureno. The needs analysis revealed that learning activities were still dominated by conventional methods with limited use of digital media, resulting in low student engagement. To address this issue, TANGKAS was developed using a maze chase game design to enhance motivation and support engaging fraction practice. The validation results indicated a material validity score of 94% (highly valid) and a media validity score of 80% (valid). The practicality aspect obtained 81.8% from students, both categorized as highly practical. The effectiveness test showed an improvement in learning outcomes with N-Gain scores of 0.6 for fraction addition and 0.54 for fraction subtraction, both classified as moderate. Therefore, TANGKAS is proven to be feasible, practical, and effective as an interactive game-based learning media to support students’ understanding of mathematics in elementary school.

Minarti, Sri; Yulianti, Evy; Meifilindati, Intan

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This research is motivated by challenges in biology learning, including the lack of digital literacy assessment in schools and the use of conventional learning methods that tend to make students bored. Impractical printed teaching materials cannot be integrated into the form of videos. This research aims to develop an e-module based on Science, Technology, Engineering, and Mathematics (STEM) to analyze the feasibility, practicality, and effectiveness of e-modules in improving students' understanding of concepts and digital literacy on human respiratory system materials. This research uses the Development Research (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model.  The research was carried out at SMAN 1 Malinau. The implementation stage used a non-equivalent control group  design involving 34 students in the experimental class and the control class. Data collection instruments include validation sheets for media and material experts, practicality questionnaires for teachers and students, and pretest-posttest  tests to measure concept understanding and digital literacy.  Analysis of effectiveness data using N-gain test and hypothesis test (independent sample t-test for concept understanding and Mann-Whitney for digital literacy). The results of the research based on the validation of media experts and subject matter experts show that the STEM-based e-module is declared "Excellent". The e-module is also rated "Very Practical" by biology teachers and students. The e-module was shown to be effective in improving conceptual understanding, where the average N-gain value of the experimental class (58.63; Quite Effective category) was significantly higher (p=0.017) than that of the control class (40.62).

Rulia Aulia; Nila Hayati; Zaotul Wardi

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

This study aims to develop a contextual-based mathematics learning module to improve mathematical numeracy literacy among fourth-grade elementary school students, particularly on arithmetic operations. This research employed a Research and Development (R&D) design using the ADDIE development model consisting of analysis, design, development, implementation, and evaluation stages. The research subjects were 22 fourth-grade students at SDN 2 Siryawangi. The instruments used included expert validation sheets, teacher and student response questionnaires, and numeracy literacy tests. Data were analyzed using a qualitative descriptive approach supported by the N-Gain test to measure students’ improvement after using the module. The findings indicate that the developed module meets the criteria of validity, practicality, and effectiveness. This is supported by the validation results from material and media experts, each obtaining an average score of 95%, which is categorized as highly valid. In addition, teacher responses of 75% and student responses of 88% show that the module is practical and feasible to be used in the learning process. Furthermore, the effectiveness test results, based on an N-Gain score of 84%, demonstrate a high-level improvement in numeracy literacy. Therefore, this module is feasible to be implemented as an alternative teaching material for contextual learning in elementary schools.

Vevi Arini Azizatus Sufaidah; Ariyadi Wijaya

International Journal of Science and Mathematics Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to: (1) produce mathematics learning media in the form of interactive e-modules with a learning approach.realistic mathematics education (RME) which is oriented towards numerical ability and mathematical growth mindset students and describe their characteristics; (2) describe the quality of the learning e-module which meets the criteria of being valid, practical and effective so that it is suitable for use by junior high school students using the approach realistic mathematics education (RME). The development model used in this development research is the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects consisted of one teacher and 32 seventh grade students of SMP Negeri 3 Pajangan in Bantul Regency, Yogyakarta, who participated in this research.The results of the study show that the developed e-module has the following main characteristics: (1) using the RME approach in learning strategies; (2) facilitating the improvement of numeracy through learning videos, LKPD, and quizzes; (3) fostering growth mindset through motivational videos, inspirational sentences, discussion spaces, as well as feedback and self-evaluation features; and (4) using test- and questionnaire-based evaluation instruments. Validity tests showed very good results with an average score of 96% from media experts and 98% from material experts. The practicality of the e-module was assessed as very good by teachers (96.19%) and good by students (80.47%), and the implementation of learning reached 96.8%. Effectiveness was proven through MANOVA and t-tests which showed a significant increase in numeracy and mathematical growth mindset after using the e-module. Thus, the RME-based interactive e-module is suitable for use as an innovative mathematics learning medium at the junior high school level.

Nurul Hidayah; Jailani Jailani

International Journal of Science and Mathematics Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop a junior high school mathematics e-module based on local culture at the Van der Wijck Fortress complex to enhance students’ mathematical reasoning skills and learning interest. Specifically, the objectives are: (1) to describe the characteristics of the local culture-based e-module that can improve reasoning ability and learning motivation, and (2) to produce a high-quality e-module that meets the criteria of validity, practicality, and effectiveness. The research employed the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The participants consisted of one teacher, 31 students in the experimental class, and 32 students in the control class at a public junior high school in Kebumen Regency. The instruments used included validation sheets for media and material, competency tests, mathematical reasoning tests, learning interest questionnaires, and practicality assessment forms for teachers and students. The results showed that the e-module possesses characteristics of being self-instructional, self-contained, stand-alone, adaptive, and user-friendly. Product validity was confirmed through expert validation with average scores of 4.26 for media and 4.35 for material (very valid). The validation of instruments obtained average scores ranging from 4.5 to 4.92, categorized as very valid. Practicality was demonstrated through teacher assessments of 92%, student assessments of 85%, and learning implementation of 94% (all very practical). Effectiveness testing using the Multivariate Hotelling’s T² test indicated significant differences between experimental and control classes in competency test scores, mathematical reasoning, and learning interest. Therefore, the local culture-based mathematics e-module is proven valid, practical, and effective in enhancing students’ mathematical reasoning and learning motivation.

Diah Lestari; Kana Hidayati

International Journal of Mathematics and Science Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to: (1) produce e-LKPD based on problem-based learning oriented to mathematical problem-solving ability and self-confidence of high school students on the material of equations and quadratic functions and (2) describe the feasibility of PBL-based e-LKPD oriented to mathematical problem- solving ability and self-confidence of high school students on the material of equations and quadratic functions seen from the aspects of validity,  practicality, and effectiveness. This type of research is research and development using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research was conducted at SMA Negeri 1 Malinau with the research subject of class X-3 students totaling 35 students. Data collection was carried out using interview techniques, observation, e-LKPD validation sheets, pretest-posttest, and questionnaires. To determine the validity, the e-LKPD assessment sheet of material and media experts was used, practicality used student and teacher response questionnaires, and effectiveness used mathematics problem solving ability test questions and student self-confidence questionnaires. Data analysis consisted of qualitative data analysis and quantitative data analysis. Qualitative data analysis was conducted by analyzing the results of interviews, observations, and comments or suggestions given to make improvements to the e-LKPD products developed. Quantitative data analysis was conducted by converting quantitative data into qualitative data in the form of certain categories, normality test using shapiro-wilk, t-test with paired samples test, and N-Gain score. The results showed: (1) PBL-based e-LKPDs oriented towards mathematical problem solving skills and self-confidence of high school students on the material of quadratic equations and functions have been produced, (2) PBL-based e-LKPDs developed meet product feasibility, namely valid with excellent categories based on material and media experts; practical with very practical categories based on teacher responses and practical based on student responses; effective on math problem solving skills with classical completeness of 77%, the t-test results obtained a significance value of 0.000 <0.05 which means that there is a difference in the average ability to solve mathematical problems before and after learning using e-LKPD, the N-Gain result is 0.65 with moderate criteria, and effective on student self-confidence with an increase in the average score of each indicator before and after learning,  the N-Gain result is 0.49 with moderate criteria, and the t-test results with a significance value of 0.000 < 0.05.

I’anatul Ashriyah; Umi Mahmudah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.

Bambang Heriyanto; Marsigit Marsigit

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This research aims to develop online mathematics learning tools based on the local wisdom of Papua in the form of Lesson Plan and E-Worksheet products that are oriented to students' critical thinking skills and mathematical problem-solving in materials of polyhedra which (1) validity aspects, (2) practicality aspects, (3) effectiveness aspects. The cultures used in this research are the kariwari traditional house and the kaki seribu traditional house as illustrations to explain the concept of polyhedra. The research method is research and development (R&D) using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development design model. The subjects in this study are 8 students who are in grade VIII at Golden Gate Junior High School, Sorong City. The instruments used in this study are validation sheets, learning implementation observation sheets, teacher response questionnaires, student response questionnaires, and tests. The learning tool is valid if the results of the experts' assessment are at least in the "good" category. Learning tools are said to be practical if the results of teacher’s responses, student responses, and observations of learning implementation are at least in the "good" category. The learning tool is effective if the percentage of students who complete the critical thinking skills test and the math problem-solving ability test is at least 60%. This research produced online learning tools in Lesson Plan and E-Worksheet mathematics form based on local Papuan wisdom oriented to critical thinking skills and problem-solving skills of grade VIII junior high school students on flat-side space building materials. The validation results show that the product developed meets the valid criteria with a good category. The results of the test show that the product developed meets the practicality and effectiveness criteria. Practicality achieved the category “very good” based on teacher assessment, student responses, and the observation of learning implementation. Effectiveness achieves the effective category based on the test of critical thinking skills and mathematical problem-solving. The percentage of students who completed the critical-thinking skills test reached 87.50%, and the mathematical problem-solving ability test reached 75.00%.

Khaeriyah Anwar; Kana Hidayati

International Journal of Mathematics and Science Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to (1) describe the characteristics of e-LKPD based on realistic mathematics education on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy of vocational school students, (2) describe the feasibility of e-LKPD based on realistic mathematics education on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy of vocational school students in terms of validity,  practicality and effectiveness. This type of research is research and development (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were 34 students of class X TKP SMKN 2 Tarakan. In this research, One Group Pretest - Posttest Design was used. The research instruments used were validation sheets, practicality assessment sheets by teachers and students, learning implementation observation sheets, critical thinking ability tests and self-efficacy questionnaires. The results of the research show: (1) the e-LKPD developed contains characteristics found in the RME approach to the material of on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy. The characteristics contained in RME-based e-LKPD include integrated learning, use of context, mathematization and construction processes and interactivity. (2) the RME-based e-LKPD developed meets the criteria for feasibility in terms of validity aspects with a percentage of feasibility according to material experts of 93.4% and media experts of 98.9% with the validation result criteria being very feasible; practicality with a very practical category based on the results of student and teacher responses; effectiveness based on critical thinking skills with classical completeness of students reaching 82.4%, the results of the T-test paired samples-test with a significance level of 5% obtained that there was an influence on students' critical thinking skills after treatment using RME-based e-LKPD, the N-Gain result was 0.73 with a high category, and the effectiveness of e-LKPD on self-efficacy with an increase in each self-efficacy indicator,  the N-Gain result was 0.3 in the moderate category, and the results of the Wilcoxon test on self-efficacy data with a significance level of 5%, it was obtained that there was an influence on students' self-efficacy after treatment using RME-based e-LKPD.

Jimi Pratama; Nuri Ramadhan; Astria Ayu Ramadianti

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This project involves the development of audiovisual learning media using the Geogebra Classic program, which specifically focuses on building materials for Class V at SDN 105380. This study is based on the inadequate use of technology by educators, especially in the application of learning media for teaching mathematics. To improve the teaching of mathematics using building materials, audiovisual learning media using the Geogebra Classic 5 program was created to diversify math learning resources and increase student engagement in math classes. This study uses ADDIE paradigm. This Model represents analysis, design, development, implementation, and evaluation. This study involved a cohort of 32 students from Class V SDN 105380. This research instrument uses questionnaires that include validation questionnaires for two experts, instructor effectiveness questionnaires, and student effectiveness questionnaires. The findings of this study indicate the creation of appropriate resources for the learning process, achieving an average value of 80% in the very feasible category according to the material validator, and a value of 88% in the very feasible category according to the media validator. The efficacy of Learning media resulted in scores of 93% for teacher responses and 87% for student responses, indicating that the criteria for Learning media are very successful. Based on these results, it can be concluded that the audio-visual learning media assisted by the geogebra application has been declared very feasible and effective.

Nurlaely Nurlaely; Rizki Fitrianto

The development of science and technology that is not balanced with facilities, infrastructure and teacher skills in teaching in schools has caused a decline in mathematics learning achievement of grade II students from year to year. Although this problem has been improved, it has not been resolved. So another solution was made by using the ADDIE model assisted by miniature flat shape media. The problem is, is there a difference in learning achievement using the ADDIE model assisted by miniature flat shape media with learning achievement using the conventional model? The research design was a pretest-posttest control group design. The instruments used were achievement tests and student learning activity observation sheets. The data analysis technique in this study used an initial analysis using a normality test and a test of equality of two means and a final analysis using a normality test and a t-test. The result was that the initial analysis of the two samples was normal and the average was the same. While the final analysis of the two normal samples and the t-test stated that t count = 4.036> t table = 2.025 so that there was a difference in the average mathematics learning achievement of those who received instruction using the ADDIE model assisted by miniature flat shape media with those who used the conventional model.

Dian Armanto; Vian Anotona Giawa

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Mathematics is a universal science that underlies the development of modern technology, plays an important role in various scientific disciplines, and human thinking abilities. The view that mathematics is a science that trains thinking. The Creative Problem Solving learning model is a learning model that focuses on teaching and Problem Solving skills. Digital teaching materials are use digital devices, such as computers, smartphones. The aim of this research is to see the validity, practicality and effectiveness of the e-module being developed. This teaching material development model uses the ADDIE model. This research was carried out at SMP Negeri 21 Medan which is located on Jl. Rampe Raya flower. The time for the panel research is the even semester of the 2023/2024 academic year. The subjects of this research were class VII students at SMP Negeri 21 Medan. Meanwhile, the object of this research is learning media in the form of e-modules using flipbooks based on Creative Problem Solving. The e-module was declared very valid with a score of 3.56 and was categorized as very feasible. The e-module was declared practical with a percentage of 92.67% and was categorized as very practical. The e-module was declared effective by achieving Problem Solving indicators in indicators 1, 2, 3 and 4 with 65% of students completing the learning. The achievement of classical student indicators has met 65% of students who took part in learning with a score of 75. And there was a significant increase in indicators 1, 2, 3, and 4.

Nissa Nur Fadillah; Astri Astuti; Alfiatussyifa Alfiatussyifa

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to determine the feasibility, practicality and effectiveness of using the Canva Application as a Mathematics Learning Media for Class VII Flat Building Material at SMP Negeri 1 Citeureup.This research adopts the ADDIE model stages (analyze, design, develop, implement, and evaluate). The analyze stage includes initial analysis, student analysis, concept analysis and formulating learning objectives. The design stage includes preparing learning media in the form of selecting appropriate media and designing learning content. The development stage includes the development of data collection instruments. The data collection instrument in this research was interviews with the teachers concerned. The implementation stage includes implementing the use of the Canva application. The evaluation stage includes the form of evaluation carried out at each ADDIE stage. The data analysis technique used is the validity coefficient by Aiken's V. The research results show that the learning media that has been developed is in the very good category and can be used in the learning process.    

Wahyu Seto Ramadhan; Lidia Zahra; Vania Al-Fitri Shafwan

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The development of technology in the world at this time is very influential and has an impact on education. Therefore, interactive learning media is needed with the aim of attracting the attention of students. The purpose of this research is (1) Producing learning media in the form of board games with three-dimensional material for students 12th Grade SMA Negeri 51 Jakarta. (2) Knowing the effectiveness of learning media for students 12th Grade SMA Negeri 51 Jakarta. The research method used is the model ADDIE (Analysis, Design, Development, Implementation, Evaluate). because the research method with the ADDIE model has systematic and specific steps in each stage

Nilam Sari Simarmata; Nurhasanah Siregar

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This research aims to determine the validity, practicality, effectiveness and how the students' answers process in completing the conceptual understanding ability test of the developed Articulate Storyline. This type of research is ADDIE model development research. The subjects of this research were 15 students in class VIII-2. The research results showed that the validity of the media was 85% before revision and 98% after revision from material experts and 61.67% before revision and 98% after revision from media experts on very valid criteria. The practicality of the media has met practical criteria, based on teacher responses obtained at 100% and from student responses obtained at 92.36%. The effectiveness of the media has met the effective criteria in terms of classical student learning completeness reaching 86.67%, use of research time in accordance with the RPP, and student response of 91.67%. The N-Gain test result is 0.70 in the high category. For the student answer process on the ability test (pre-test) it was 38.89%, increasing to 46.67% on the final ability test (post-test). Increasing students' ability to understand mathematical concepts strengthens the development of Articulate Storyline mathematics learning media in the classroom learning process.

Alexander Sitinjak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

The aim of this research is to develop learning media using  that are valid, practical, and effective to improve students' ability to understand flat Derivative topics. The study was carried out at SMA NEGERI 10 MEDAN. The subjects of this research were students of class XI IPA-1. This research is research and development (R&D) using the ADDIE Model. The data collection technique uses a questionnaire assessment sheet for material experts, teaching material experts, learning practitioners and student responses. The results showed that learning media using Android Studio obtained an average percentage of 91.8% with the criteria of "very valid" according to the assessment of teaching materials experts and based on media material experts obtained an average percentage of 86.5% with the criteria " very valid". Based on the practice of learning carried out by the mathematics teacher getting 91,8% with the "very practical" criteria. Based on the effectiveness assessment of the 35 students, they got an average percentage of 86.5% with the criteria of "very effective". Thus, based on the results of the assessment of material experts, teaching materials experts, learning practitioners, and student effectiveness it can be said that learning media using Android Studiohave been tested as valid, practical and effective for use in learning.

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.

Elly Nafsiah; Tiur Malasari Siregar

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This research was conducted with the aim of producing digital learning media using the Smart Apps Creator through a Realistic Mathematics Education approach that is valid, effective, and able to improve students' mathematical problem solving abilities in the matter of a system of two-variable linear equations. This type of research is Research and Development (R&D) with the ADDIE model. From the research results, it was obtained that the media and material validity values were 93.6% and 93% with very valid categories. The practicality of the media through the results of the teacher's response questionnaire obtained a practicality value of 97.3% in the very practical category and the results of the student response questionnaire for the small group test and large group test obtained values of 90.9% and 91.4% in the very practical category. Then the value of effectiveness is seen through the mastery of classical learning and the results of the student response questionnaire obtained percentages of 87.5% and 94.05% with very effective categories. Improving problem solving abilities in students, the results obtained are that the level of students' problem solving abilities is at a percentage of 92% with a very high category, while based on the N-Gain test the average value obtained by students is 0.6473 which means there is an increase in problem solving abilities in students medium category. So based on the results obtained it can be concluded that the learning media developed in this study are valid, practical, effective, and able to improve students' mathematical problem solving abilities.