Main Article Content
Abstract
Textbooks used in schools today are available in both print and digital versions. The use of the digital version is not much different from the printed version, which is accessed page by page. The more technology develops, the more learning facilities and infrastructure are developed. Currently the availability of interactive technology that allows students and books to interact with each other. Interactive books can be designed to respond to student activities as a teacher responds to students. The purpose of this study was to develop interactive media on number material for class VII students with a drill and practice approach. The content of teaching materials has wetland content, including information on fruits, fish and handicrafts. This interactive media was developed using HTML, CSS, Javascript, Scratch, Mathjax, JSON, and Firebase technologies. The learning approach uses the drill and practice method. This interactive media was tested to organize online learning during the Covid-19 pandemic. Based on the results of the study, it was found that student learning outcomes showed the overall average score was above the KKM of the subjects, namely the average value of learning outcomes was 75.80 from the KKM of 75.00. The results of teacher and student responses showed a positive response to the developed interactive media.
DOI : https://doi.org/10.22342/jpm.16.1.14153.45-56
Keywords
Article Details
Copyright (c) 2022 Harja Santana Purba, Ati Sukmawati, Nuruddin Wiranda, Yuni Suryaningsih, Rizaldi Aprilian
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References
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References
Adiwisastra, M. F. (2015). Designing an interactive quiz game as a drill and practice learning multimedia to improve student learning outcomes [in Bahasa]. Jurnal Informatika., II(1), 205– 211. https://doi.org/10.31294/ji.v2i1.67
Almara’beh, H., Amer, E. F., & Sulieman, A. (2015). The Effectiveness of Multimedia Learning Tools in Education. International Journal of Advanced Research in Computer Science and Software Engineering, 5(12), 761–764. Retrieved from https://www.researchgate.net/publication/290429349_The_Effectiveness_of_Multimedia_Lear ning_Tools_in_Education.
Angko, N., & PPs, M. T. (2013). Development of teaching materials with the addie model for math subjects in grade 5 elementary school, Mawar Sharon, Surabaya. Jurnal KWANGSAN Vol. I- Nomor. https://doi.org/10.31800/jtp.kw.v1n1.p1--15
Chabib, M., Djatmika, E. T., & Kuswandi, D. (2017). The Effectiveness of Developing Snakes and Ladders Game Media as an Elementary School Thematic Learning Tool [in Bahasa]. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 2(7), 910–918.
Daud, F., & Rahmadana, A. (2015). Pengembangan media pembelajaran biologi berbasis e-learning pada materi ekskresi kelas XI IPA 3 SMAN 4 Makassar. bionature, 16(1).
Dewi, N., Murtinugraha, E. R., & Arthur, R. (2018). Development of interactive learning media in plumbing theory and practice courses in the PVKB UNJ undergraduate study program [in Bahasa]. Jurnal Pensil: Pendidikan Teknik Sipil, 7(2), 95-104. https://doi.org/10.21009/pensil.7.2.6
Ibrahim, I., Aminudin, N., & Yahya, M. A. Y. @ S. (2012). Education for Wetlands: Public Perception in Malaysia. Procedia - Social and Behavioral Sciences, 42, 159–165. https://doi.org/10.1016/j.sbspro.2012.04.177
Iriani, R., Herlina, A., Irhasyuarna, Y., & Sanjaya, R. E. (2019). Wetland-based problem-based learning module to prepare prospective educators with an insight into the wetland environment [in Bahasa]. Jurnal Inovasi Pendidikan IPA, 5(1), 54–68. https://doi.org/10.21831/jipi.v5i1.23337
Iskandar, A., Rizal, M., Kurniasih, N., Sutiksno, D. U., & Purnomo, A. (2018). The Effects of Multimedia Learning on Students Achievement in Terms of Cognitive Test Results. Journal of Physics: Conference Series, 1114(1), 0–7. https://doi.org/10.1088/1742-6596/1114/1/012019
Kinasih, I. P., & Hardiani, N. (2020). Role Playing and the Changing of Teacher Understanding to Middle School Mathematics Lesson Planning within ELPSA Framework. Jurnal Pendidikan Matematika, 14(2), 183-198. https://doi.org/10.22342/jpm.14.2.6647.183-198
Lehtinen, E., Hannula-Sormunen, M., McMullen, J., & Gruber, H. (2017). Cultivating mathematical skills: from drill-and-practice to deliberate practice. ZDM - Mathematics Education, 49(4), 625–636. https://doi.org/10.1007/s11858-017-0856-6
Machmudah, U., Rosyidi, A. W., Haris, A., Kasem, H., & Nurcholis, A. (2021). The analysis of Arabic syntactic learning improvement through interactive quizzes and imrithy memorization. Journal of Tianjin University, 54(6), 375-388. https://doicatalog.org/19.4102/jtus.v54i6.3476
Malalina, M., & Kesumawati, N. (2014). Development of Computer-Based Interactive Teaching Materials on Circles for Class VIII Junior High School [in Bahasa]. Jurnal Pendidikan Matematika, 8(1), 55-70. https://doi.org/10.22342/jpm.8.1.1861.55-70
Novialdi, MZ, Z. A., & Thahir, M. (2020). Development of Website-Based Learning Media to Facilitate Concept Understanding of Students at SMK Negeri 5 Pekanbaru [in Bahasa]. Milenial: Journal for Teachers and Learning, 1(1), 25-33. Retrieved from https://ejournal.anotero.org/index.php/milenial/article/view/18
Morawo, A., Sun, C. and Lowden, M. (2020), Enhancing engagement during live virtual learning using interactive quizzes. Med Educ, 54: 1188-1188. https://doi.org/10.1111/medu.14253
Novitasari, D. (2016). The Effect of Interactive Multimedia Use on Students' Ability to Understand Mathematical Concepts [in Bahasa]. FIBONACCI: Jurnal Pendidikan Matematika Dan Matematika, 2(2), 8-18. https://doi.org/10.24853/fbc.2.2.8-18
Nuryadi, A., Santoso, B., & Indaryanti, I. (2018). Kemampuan Pemodelan Matematika Siswa Dengan Strategi Scaffolding With A Solution Plan Pada Materi Trigonometri Di Kelas X SMAN 2 Palembang. Jurnal Gantang, 3(2), 73-81.
Prikken, M., Konings, M. J., Lei, W. U., Begemann, M. J. H., & Sommer, I. E. C. (2019). The efficacy of computerized cognitive drill and practice training for patients with a schizophrenia- spectrum disorder: A meta-analysis. Schizophrenia Research, 204, 368–374. https://doi.org/10.1016/j.schres.2018.07.034
Putri, F. R., Maizora, S., & Susanta, A. (2018). Development of computer applications as learning media using drill and practice models [in Bahasa]. Jurnal Penelitian Pembelajaran Matematika (JP2MS), 2(1), 49-55. https://doi.org/10.33369/jp2ms.2.1.49-55
Rohdiani, F., & Rakhmawati, L. (2017). Development of Web-Based Learning in Basic Electronics Subjects at SMK Negeri 3 Jombang [in Bahasa]. Jurnal Pendidikan Teknik Elektro, 6(1), 105–110. Retrieved from https://ejournal.unesa.ac.id/index.php/jurnal-pendidikan-teknik- elektro/article/view/18212
Setiawan, H., Isnaeni, W., Budijantoro, F. P. M. H., & Marianti, A. (2015). Implementation of digital learning using interactive multimedia in excretory system with virtual laboratory. Research and Evaluation in Education, 1(2), 212. https://doi.org/10.21831/reid.v1i2.6501
Setyadi, D., & Qohar, A. B. D. (2017). Pengembangan Media pembelajaran matematika berbasis web pada materi barisan dan deret. Kreano, Jurnal Matematika Kreatif-Inovatif, 8(1), 1-7.
Tilaar. A. L. F. (2010). The Impact of Teacher Mastery in Learning on Student Success in Learning Mathematics. Jurnal Pendidikan Matematika, 1(2), 122–129. Retrieved from http://repo.unima.ac.id/id/eprint/36/1/317689-dampak-penguasaan-guru-dalam-pembelajara- 3e0793fb.pdf
Triyono, D. (2012). Development of Interactive e-Books from the Pedagogic Side, Software Technology and Media Used. Universitas Negeri Yogyakarta.
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. https://doi.org/10.1016/j.compedu.2019.103729