Perancangan Media Pembelajaran Berbasis Mobile Matematika Materi Pengenalan Diagram Tingkat SD Kelas 1

Authors

  • Rinal Dwi Septiawan STMIK AMIKOM Surakarta
  • Lilik Sugiarto STMIK AMIKOM Surakarta
  • Sri Widiyanti STMIK AMIKOM Surakarta

DOI:

https://doi.org/10.54066/jpsi.v1i4.857

Keywords:

Interactive media, ADDIE, Introduction to Diagrams

Abstract

The graph of the average mathematics scores from 2021-2023 shows that the material for recognizing diagrams in 2023 received an average score of 60. Meanwhile, the KKM value for the material for recognizing diagrams is 62. So it can be concluded that the material for recognizing diagrams is below the KKM value. This research uses the method development of ADDIE (Analysis, Design, Development, Implementation, evaluation). framework used in instructional design to develop and implement effective learning programs. This method has 5 structured and flexible parts. At the quiz test stage of the application for grade 1 students at SDN 2 Gondangslamet. Get the results of the increase in value compared to the previous daily value. The design of interactive learning media regarding the introduction of diagrams uses Adobe Animate CC 2020 software for design, CorelDraw as an asset creation for the interactive media application for the introduction of diagrams. The research method uses ADDIE (analysis, design, development, implementation, evaluation), data collection techniques use observation, interviews, literature studies, questionnaires. b. The results of the questionnaire and tests, the results of the questionnaire showed a result of 86% and were included in the "Very Good" category in terms of design, text material and can make it easier for users to use the interactive learning media application for introducing diagrams. Then the assessment test shows an increase in scores based on interactive testing.

References

Audhiha, M., Febliza, A., Afdal, Z., MZ, Z. A., & Risnawati, R. (2022). Pengembangan Multimedia Interaktif Berbasis Adobe Animate CC pada Materi Bangun Ruang Sekolah Dasar/ Madrasah Ibtidaiyah. Jurnal Basicedu, 6(1), 1086–1097. https://doi.org/10.31004/basicedu.v6i1.2170

Hanafri, M. I., Iqbal, M., & Prasetyo, A. B. (2019). Perancangan Aplikasi Interaktif Pembelajaran Pengenalan Komputer Dasar Untuk Siswa Sekolah Dasar Berbasis Android. Jurnal Sisfotek Global, 9(1). https://doi.org/10.38101/sisfotek.v9i1.237

Arina, D., Mujiwati, E. S., & Kurnia, I. (2020). Pengembangan Multimedia Interaktif Untuk Pebelajaran Volume Bangun Ruang Di Kelas V Sekolah Dasar. Prima Magistra: Jurnal Ilmiah Kependidikan, 1(2), 168–175. https://doi.org/10.37478/jpm.v1i2.615

Audhiha, M., Febliza, A., Afdal, Z., MZ, Z. A., & Risnawati, R. (2022). Pengembangan Multimedia Interaktif Berbasis Adobe Animate CC pada Materi Bangun Ruang Sekolah Dasar/ Madrasah Ibtidaiyah. Jurnal Basicedu, 6(1), 1086–1097. https://doi.org/10.31004/basicedu.v6i1.2170

Eunike, O., Liando, S., Rianto, I., Ronald, W., Paat, L., Pendidikan, J., Informasi, T., Komunikasi, D., & Teknik, F. (2022). Aplikasi Mobile Learning Matematika Berbasis Android Untuk Siswa Sekolah Dasar. Jurnal Pendidikan Teknologi Informasi Dan Komunikasi, 2(2), 172.

Hanafri, M. I., Iqbal, M., & Prasetyo, A. B. (2019). Perancangan Aplikasi Interaktif Pembelajaran Pengenalan Komputer Dasar Untuk Siswa Sekolah Dasar Berbasis Android. Jurnal Sisfotek Global, 9(1). https://doi.org/10.38101/sisfotek.v9i1.237

Hutabri, E., & Putri, A. D. (2019). Perancangan Media Pembelajaran Interaktif Berbasis Android Pada Mata Pelajaran Ilmu Pengetahuan Sosial Untuk Anak Sekolah Dasar. Jurnal Sustainable: Jurnal Hasil Penelitian Dan Industri Terapan, 8(2), 57–64. https://doi.org/10.31629/sustainable.v8i2.1575

Khoerunajah, N., Fadhilah, F. N., Novita, A., & Aeni, A. N. (2022). Pengembangan Komik Digital Sahabat Belajar Akhlak “Sabelak” Sebagai Media Pembelajaran Pai Di Sd Kelas Ii. Fashluna: Jurnal Pendidikan Dasar Dan Keguruan, 3(1), 71–81. https://doi.org/10.47625/fashluna.v3i1.364

Ni Kadek Widya Dindariesta, M. G. R. K. (2022). Pengembangan Multimedia Interaktif Untuk Siswa Kelas III Pada Pembelajaran Tematik Tema Benda di Sekitarku Subtema Wujud Benda. 4, 431–437.

Purnama, S. J., & Pramudiani, P. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Google Slide pada Materi Pecahan Sederhana di Sekolah Dasar. Jurnal Basicedu, 5(4), 2440–2448. https://doi.org/10.31004/basicedu.v5i4.1247

Purnomo, E. A., & Suparman, S. (2020). Pengembangan Media Pembelajaran Berbasis Android pada Matakuliah Pembelajaran Matematika SD. Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang, 4(1), 187. https://doi.org/10.31331/medivesveteran.v4i1.960

Rozi, F., Kurniawan, R. R., & Sukmana, F. (2021). Pengembangan Media Pembelajaran Pengenalan Bangun Ruang Berbasis Augmented Reality Pada Mata Pelajaran Matematika. JIPI (Jurnal Ilmiah Penelitian Dan Pembelajaran Informatika), 6(2), 436–447. https://doi.org/10.29100/jipi.v6i2.2180

Sugiyono. (2018). Metode Penelitian Kualitatif. Alfabeta.

Downloads

Published

2023-09-09

How to Cite

Rinal Dwi Septiawan, Lilik Sugiarto, & Sri Widiyanti. (2023). Perancangan Media Pembelajaran Berbasis Mobile Matematika Materi Pengenalan Diagram Tingkat SD Kelas 1 . JURNAL PENELITIAN SISTEM INFORMASI (JPSI), 1(4), 12–21. https://doi.org/10.54066/jpsi.v1i4.857

Most read articles by the same author(s)