•  
  •  
 

Jurnal Riset Pendidikan Matematika

Keywords

media pembelajaran, comic math, whiteboard animation, learning media, comic math, whiteboard animation

Document Type

Article

Abstract

Media comic math berbasis wihiteboard animation ini diharapkan dapat mempermudah guru dalam menyampaikan materi pelajaran matematika. Selain itu media ini diharapkan mampu memotivasi siswa untuk belajar lebih aktif dalam rangka pengembangan media pembelajaran matematika untuk memperkuat karakter positif peserta didik dalam memahami konsep matematika dengan memanfatkan ilmu pengetahuan dan teknologi. Jenis penelitian ini adalah Research and Development (R&D). Metode yang digunakan adalah uji coba produk, yang dilakukan dalam beberpa tahap, antara lain: (1) Tahap Analisis Potensi dan Masalah, (2) Tahap Pengembangan, tahap pengembangan dilakukan berupa mendesain produk media pembelajaran dan validasi desain produk. (3) Tahap Ujicoba Produk, tahap uji coba produk dilakukan untuk mengetahui kelayakan produk dan efektifitas hasil belajar. Pengumpulan data dalam penelitian ini menggunakan teknik angket, wawancara, dan tes. Dalam penelitian ini digunakan dua teknik analisis data, yaitu teknik analisis deskriptif kualitatif dan analisis statistik deskriptif. Hasil penelitianmenunjukan bahawa media comic math berbasis whiteboard animation layak untuk digunakan dalam proses pembelajaran matematika disekolah. Dan pembelajaran menggunakan media comic math berbasis whiteboard animation pada materi geometri bangun datar sangat efektif.

Comic math media based on whiteboard animation in math

Abstract

Comic math media based wihiteboard animation is expected to facilitate teachers in delivering mathematics lessons. In addition, this media is expected to motivate students to learn more actively in order to develop the media of learning mathematics to strengthen the positive character of learners in understanding the concept of mathematics by utilizing science and technology. This type of research is Research and Development (R & D). The method used is product trial, done in some stage, among others: (1) Potential Analysis Stage and Problem, (2) Development Stage, development stage done in the form of product instructional media design and product design validation. (3) Stage of Product Testing, product trial stage is performed to determine the feasibility of the product and the effectivnesse learning outcome. Data collection in this study using questionnaires, interviews, and tests. In this study used two data analysis techniques, namely qualitative descriptive analysis techniques and descriptive statistical analysis. The results showed that comic math media based on whiteboard animation is feasible for use in the process of learning mathematics in school. And learning using comic math media based on whiteboard animation on flat wake geometry material is very effective.

Page Range

53-63

Issue

1

Volume

5

Digital Object Identifier (DOI)

10.21831/jrpm.v5i1.19207

Source

https://journal.uny.ac.id/index.php/jrpm/article/view/19207

References

Ahmad, R. (2014). Media intruksional Edukatif. Jakarta: Rineka Cipta.

AkbaÅŸ, O., & PektaÅŸ, H. M. (2011). The effects of using an interactive whiteboard on the academic achievement of university students. In Asia-Pacific Forum on Science Learning and Teaching (Vol. 12, pp. 1-19). Hong Kong: The Education University of Hong Kong, Department of Science and Environmental Studies.

Arikunto, S. (2010). Prosedur penelitian: Suatu pendekatan praktik. Jakarta: Rineka Cipta.

Bahadur, G. K. A. (2013). Interactive whiteboard for primary schools in Mauritius: An effective tool or just another trend? International Journal of Education and Development Using ICT, 9(1). Retrieved from http://ijedict.dec.uwi.edu/viewarticle.php?id=1559

Daryanto, D. (2013). Media pembelajaran: Peranannya sangat penting dalam mencapai tujuan pembelajaran. Yogyakarta: Gava Media.

Erbas, A. K., Ince, M., & Kaya, S. (2015). Learning mathematics with interactive whiteboards and computer-based graphing utility. Educational Technology & Society, 18(2), 299-312. Retrieved from https://www.j-ets.net/ETS/journals/18_2/22.pdf

Gillen, J., Littleton, K., Twiner, A., Staarman, J. K., & Mercer, N. (2008). Using the interactive whiteboard to resource continuity and support multimodal teaching in a primary science classroom. Journal of Computer Assisted Learning, 24(4), 348-358. https://doi.org/10.1111/j.1365-2729.2007.00269.x

Hasan, B. (2017). Teaching elementary mathematics using power point based screencast O-Matic videos. INA-Rxiv. https://doi.org/10.17605/OSF.IO/728V9

Koçak, Ö., & Gülcü, A. (2013). Teachers' remarks on interactive whiteboard with LCD panel technology. International Journal of Education in Mathematics Science and Technology, 1(4), 294-300.

Kurt, S. (1977). Definitions of educational technology. Retrieved May 14, 2018, from https://educationaltechnology.net/definitions-educational-technology/

Manny-Ikan, E., Dagan, O., Tikochinski, T. B., & Zorman, R. (2011). Using the interactive white board in teaching and learning - An evaluation of the SMART CLASSROOM pilot project. Interdisciplinary Journal of E-Learning and Learning Objects, 7. Retrieved from http://www.openu.ac.il/research_center/chais2011/papers.html

Mardiono, T. (1998). Empat belas (14) jurus membuat komik. Jakarta: Creative Media.

Nasution, S. (2004). Berbagai pendekatan dalam proses belajar dan mengajar. Jakarta: PT. Bina Aksara.

Omodara, O. D., & Adu, E. I. (2014). Relevance of educational media and multimedia technology for effective service delivery in teaching and learning processes. IOSR Journal of Research & Method in Education Ver. I, 4(2), 48-51. Retrieved from www.iosrjournals.org

Sanaky, H. A. H. (2011). Media pembelajaran buku pegangan wajib guru dan dosen. Yogyakarta: Kaukaba Dipantara.

Smaldino, S. E. (2011). Instructional tecnology and media for learning. dalam the association for educational communication and tecnology. Jakarta: Kencana.

Sudjana, N., & Rivai, A. (2011). Media pengajaran. Bandung: Sinar Baru Algensindo.

Sugiyono. (2015). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif, dan R & D. Bandung: Alfabeta.

Talib, O., Matthews, R., & Secombe, M. (2005). Computer-animated instruction and students' conceptual change in electrochemistry: Preliminary qualitative analysis. International Education Journal, ERC2004 Special Issue, 5(5), 29-42. Retrieved from http://iej.cjb.net

Wahyudi, A. (2010). Model pembelajaran berbasis komik untuk mencapai ranah afektif pada pendidikan kewarganegaraan bagi anak berkesulitan belajar. Jurnal Pendidikan Dan Kebudayaan, 16(7), 43. https://doi.org/10.24832/jpnk.v16i7.507

Webcrawler, C. (2013). Definition of educational media. Retrieved from http://www.ask.com/question/meaning-ofeducational-media

Share

COinS