PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ICT MENGGUNAKAN SOFTWARE ADOBE FLASH CS6 PADA MATERI BARISAN DAN DERET

Astri - Wahyuni

Abstract


Tujuan penelitian ini yakni mengembangkan media pembelajaran matematika berbasis multimedia interaktif dengan Adobe Flash CS6 matematis siswa yang valid. Model pengembangan yang digunakan adalah Model ADDIE dengan subjek dalam penelitian ini 3 orang ahli yaitu ahli media, ahli Bahasa dan ahli isi materi. Instrumen yang digunakan dalam penelitian ini adalah instrumen non tes berupa lembar validasi. Berdasarkan hasil validasi diperoleh informasi bahwa media pembelajaran yang dikembangkan valid dengan skor validasi 91.15% dan masuk pada kategori sangat valid.

 

 

 


Keywords


Kata Kunci: Pengembangan Media Pembelajaran, Validitas, Adobe Flash CS6.

Full Text:

PDF PDF

References


Ahmad, A. M., Yakob, N., & Ahmad, N. J. (2018). Science, technology, engineering and mathematic (STEM) Education in Malaysia: Preparing the Pre-service Science Teachers. Journal of Natural Science and Integration, 1(2), 159–165.

Ariawan, R., & Wahyuni, A. (2020). The effect of applying TPS type cooperative learning model assisted by SPSS software on students’ skills in IT-based statistical data analysis course. Journal of Physics: Conference Series, 1581(1), 1–7.

Astra, I. M., Nasbey, H., & Nugraha, A. (2015). Development of an android application in the form of a simulation lab as learning media for senior high school students. Eurasia Journal of Mathematics, Science and Technology Education, 11(5), 1081–1088.

Laurens, T., Batlolona, F. A., Batlolona, J. R., & Leasa, M. (2017). How does realistic mathematics education (RME) improve students’ mathematics cognitive achievement? Eurasia Journal of Mathematics, Science and Technology Education, 14(2), 569–578.

Rezeki, S., Andrian, D., Wahyuni, A., & Nurkholisah, H. (2020). The sustainability concept of Riau cultures through development of mathematics learning devices based on Riau folklore at elementary schools. Journal of Physics: Conference Series, 1538(1).

Rezeki, Sri. (2018). Pemanfaatan Adobe Flash CS6 Berbasis Problem Based Learning Pada Materi Fungsi Komposisi dan Fungsi Invers. Jurnal Pendidikan Tambusai, 2(4), 856–864.

Saadah, N., & Budiman, I. (2022). Meta analisis: pengembangan media pembelajaran matematika interaktif berbasis adobe flash pada jenjang SMP. JPMI (Jurnal Pembelajaran Matematika Inovatif), 5(1), 221–236

Siahaan, K. W. A., Manurung, H. M., & Siahaan, M. M. (2020). Android-based learning media development strategies during pandemic times to improve student science literature. International Journal of Education and Humanities, 1(1), 34–40. http://i-jeh.com/index.php/ijeh/article/view/4

Sugiyono. (2016). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. PT Alfabet.

Syawaludin, A., Gunarhadi, & Rintayati, P. (2019). Development of augmented reality-based interactive multimedia to improve critical thinking skills in science learning. International Journal of Instruction, 12(4), 331–344.

Zafrullah, & Zetriulista. (2021). Minat Belajar Siswa Kelas VII terhadap Media Pembelajaran Matematika. Math Didactic : Jurnal Pendidikan Matematika, 7(2), 114–123.

Zetriuslita, Nofriyandi, & Istikomah, E. (2020). The increasing self-efficacy and self-regulated through geogebra based teaching reviewed from initial mathematical ability (IMA) level. International Journal of Instruction, 14(1), 587–598.




DOI: https://doi.org/10.17509/sigmadidaktika.v10i1.51728

Refbacks

  • There are currently no refbacks.



 e-ISSN: 2987-3894

 p-ISSN: 2252-7435

 

  Flag Counter

 

Creative Commons License

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.