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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