Pengembangan modul praktikum berbantuan android pada Kapita Selekta

Developing practical module of Capita Selecta in mathematics assisted by android

  • Alpha Galih Adirakasiwi Universitas Singaperbangsa Karawang
  • Attin Warmi Universitas Singaperbangsa Karawang
  • Adi Ihsan Imami Universitas Singaperbangsa Karawang
Keywords: practicum module, androdi, Capita Selecta

Abstract

In accordance with technological developments in the 21st century, the use of mathematical software can be used in the learning process. Teaching materials become one of the most important parts in the learning process in class. The teaching material developed in this study is a module. Decision modules are seen from expert assessors in their fields, then they are approved in a limited group and field trials conducted by researchers. This research develops an android assisted practicum module on selective capita. This research uses research and development methods. The design is the development using ADDIE. The stages of the ADDIE model design are: (1) analysis, (2) design, (3) development, (4) development, and (5) evaluation. The assessment instruments used consisted of expert material sheets, learning design experts, instructional media experts, limited trials and field tests as well as learning outcomes tests. Based on the results of this study produced a lab-assisted android module on a selective capita that meets the proper category to use.

Downloads

Download data is not yet available.

References

Batubara, hamdam H. (2017). Pengembangan Media Pembelajaran Matematika Berbasis Android untuk Siswa SD/MI. Jurnal Muallimuna, 3, 13–27.

Calimag, J. N. V., Miguel, P. A. G., Conde, R. S., & Aquino, L. B. (2014). Ubiquitous Learning Environment Using Android Mobile Aplication. International Journal of Research in Engineering & Technology, 2, 119–128.

Chuang, T. Y., & Chen, W. F. (2007). Effect of digital games on children’s cognitive achievement. Journal of Multimedia. https://doi.org/10.4304/jmm.2.5.27-30

Furqan, H., Yusrizal, Y., & Saminan, S. (2017). Pengembangan Modul Praktikum Berbasis Inkuiri Untuk Meningkatkan Ketrampilan Proses Sains dan Hasil Belajar Siswa Kelas X di SMA Negeri 1 Bukit Bener MeriahNo Title. Education Indonesian Journal of Science, 4, 124–129. Retrieved from http://jurnal.unsyiah.ac.id/JPSI/article/view/7589

Hess, S. (2014). Digital Media and Student Learning: Impact of Electronic Books on Motivation and Achievement. New England Reading Association Journal.

Izzati, N., Hindarto, N., & Pamelasari, S. D. (2013). Pengembangan modul tematik dan inovatif berkarakter pada tema pencemaran lingkungan untuk siswa kelas VII SMP. Jurnal Pendidikan IPA Indonesia. https://doi.org/10.15294/jpii.v2i2.2721

Jabbour, K. K. (2014). An analysis of the effect of mobile learning on lebanese higher education. Informatics in Education.

Kartika, H., & Aini, I. N. (2017). Pengembangan Buku Ajar Berbantuan Software Scilab Pada Mata Kuliah Aljabar Matriks. Jurnal Mercumatika : Jurnal Penelitian Matematika Dan Pendidikan Matematika, 2, 26–32.

Mahmudi, A., Sugiman, Lestari, H. P., & Herawati, K. (2015). Pengembangan Bahan Ajar Matematika Dengan Pendekatan Kontekstual Untuk Pembelajaran Di SMK. Retrieved from https://eprints.uny.ac.id/36595/

Sanaky, H. (2013). Media Pembelajaran Interaktif- Inovatif. Yogyakarta: Kaukaba Dipantara.

Sugiyono. (2012). Metode Penelitian Kuantitatif, Kualitatif, dan R&D.

Yektyastuti, R., & Ikhsan, J. (2016). Pengembangan media pembelajaran berbasis android pada materi kelarutan untuk meningkatkan performa akademik siswa SMA. Jurnal Inovasi Pendidikan IPA. https://doi.org/10.21831/jipi.v2i1.10289

Published
2019-12-30
How to Cite
Adirakasiwi, A. G., Warmi, A., & Imami, A. I. (2019). Pengembangan modul praktikum berbantuan android pada Kapita Selekta. Math Didactic: Jurnal Pendidikan Matematika, 5(3), 237-247. https://doi.org/10.33654/math.v5i3.745
Section
Research
Abstract viewed = 290 times
PDF (Bahasa Indonesia) downloaded = 350 times