Aristawati, Talitha Novelia (2024) PENGEMBANGAN E-MODUL INTERAKTIF BERBASIS PEMBELAJARAN KONTEKSTUAL PADA MATERI PERSAMAAN LINEAR SATU VARIABEL UNTUK MENINGKATKAN MINAT BELAJAR SISWA SMP. S1 / D3 thesis, Universitas Kuningan.

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Official URL: https://rama.uniku.ac.id

Abstract

Pengembangan e-modul interaktif berbasis pembelajaran kontekstual pada materi persamaan linear satu variabel dilakukan untuk meningkatkan minat belajar matematika siswa. Pengembangan e-modul interaktif berbasis pembelajaran kontekstual bertujuan untuk mengetahui kevalidan, usabilitas dari e-modul interaktif, serta untuk mendeskripsikan peningkatan minat belajar matematika siswa setelah menggunakan e-modul interaktif berbasis pembelajaran kontekstual. Penelitian ini termasuk jenis penelitian Research and Development. Model pengembangan yang digunakan adalah model 4-D (Define, Design, Develop, dan Disseminate), namun pada penelitian ini hanya menggunakan tiga tahap yaitu (Define, Design, dan Develop). Produk diuji validitasnya oleh ahli materi, ahli media dan praktisi. Sasaran uji produk adalah siswa kelas VII B SMP Negeri 7 Kuningan yang berjumlah 40 siswa. Penelitian pengembangan ini menghasilkan produk berupa e-modul interaktif. Berdasarkan hasil analisis kevalidan e-modul interaktif memperoleh nilai rata-rata dari ahli materi yaitu 78,66% dengan kriteria “Valid”, ahli media 93,5% dengan kriteria “Sangat Valid”, dan praktisi 80,5% dengan kriteria “Sangat Valid”, sehingga diperoleh rata-rata keseluruhan sebesar 84,22% dengan kriteria “Sangat Valid”. E-modul interaktif ini memenuhi aspek usabilitas, hal ini dapat dilihat dari respon siswa terhadap usabilitas e-modul dari 4 aspek penilaian dengan rata-rata persentase sebesar 84,51% dengan kriteria “Sangat Baik”. Hasil pengujian peningkatan minat belajar siswa dengan nilai rata-rata minat belajar sebelum menggunakan e-modul interaktif diperoleh 545,5 dan nilai rata-rata minat belajar sesudah menggunakan e-modul interaktif diperoleh 698,5. Berdasarkan hasil analisis data dari angket minat belajar sebelum dan sesudah dengan perhitungan rumus N-Gain hasil peningkatan minat belajar matematika siswa dengan rata-rata nilai N-Gain sebesar 59,97% dengan kategori “Sedang”. Kesimpulannya dari penelitian ini menghasilkan e-modul interaktif yang sangat valid, usable, dan dapat meningkatkan minat belajar siswa dalam kategori sedang. Saran bagi peneliti lainnya pengembangan e-modul interaktif lebih dioptimalkan sehingga dapat memaksimalkan peningkatan minat belajar dengan kategori tinggi dan diharapkan pada peneliti selanjutnya dapat mengembangkan e-modul interaktif tanpa akses internet atau offline dengan menggunakan aplikasi Flip PDF Builder.
Kata Kunci: Berbasis Pembelajaran Kontekstual, E-Modul Interaktif, Minat Belajar Matematika dan Persamaan Linear Satu Variabel.

The development of an interactive e-module based contextual learning on one variable linear equations materials was carried out to increase students' interest in learning mathematics. The development of interactive e-module based on contextual learning aims to determine the validity and usability of interactive e-module, as well as to describe the increase in students' interest in learning mathematics after using interactive e-module based on contextual learning. This research is a type of Research and Development research. The development model used is the 4-D model (Define, Design, Develop, and Disseminate), but in this research only three stages were used, namely (Define, Design, and Develop). The product's validity is tested by material experts, media experts and practitioners. The targets for product testing were class VII B students at SMP Negeri 7 Kuningan, totaling 40 students. This development research produces a product in the form of an interactive e-module. Based on the results of the validity analysis of interactive e-modules, the average score from material experts was 78,66% with the "Valid" criterion, media experts 93,5% with the "Very Valid" criterion, and practitioners 80,5% with the "Very Valid" criterion. Valid", resulting in an overall average of 84.22% with the criteria "Very Valid". This interactive e-module meets the usability aspect, this can be seen from students' responses to the usability of the e-module from 4 assessment aspects with an average percentage of 84,51% with the criteria "Very Good". The test results increased student interest in learning with the average value of learning interest before using the interactive e-module obtained at 545,5 and the average value for learning interest after using the interactive e-module obtained at 698,5. Based on the results of data analysis from the before and after learning interest questionnaire using the N-Gain formula calculation, the result was an increase in students' interest in learning mathematics with an average N-Gain value of 59,97% in the "Medium" category. In conclusion, this research produces an interactive e-module that is very valid, usable, and can increase students' interest in learning in the medium category. Suggestions for other researchers are to optimize the development of interactive e-modules so that they can maximize the increase in interest in learning in the high category and it is hoped that future researchers can develop interactive e-modules without internet or offline access using the Flip PDF Builder application.
Keywords: Based on Contextual Learning, Interactive E-Module, Interest in Learning Mathematics and One Variable Linear Equations.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Berbasis Pembelajaran Kontekstual, E-Modul Interaktif, Minat Belajar Matematika dan Persamaan Linear Satu Variabel. Based on Contextual Learning, Interactive E-Module, Interest in Learning Mathematics and One Variable Linear Equations.
Subjects: L Education > L Education (General)
Q Science > QA Mathematics
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > S1 Pendidikan Matematika
Depositing User: S.Pd Talitha Novelia Aristawati
Date Deposited: 11 Nov 2024 04:14
Last Modified: 11 Nov 2024 04:14
URI: https://rama.uniku.ac.id/id/eprint/1840

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