Development of Android-based application on volume material in grade V

Main Article Content

Olisna Olisna
Julia Julia
Prana Dwija Iswara
Ali Ismail
Diah Gusrayani
Isrokatun Isrokatun

Abstract

In learning mathematics, especially volume material, students still have difficulty understanding the concept. One of the causes is the lack of use of learning media in the classroom to make it easier for students to understand the lesson. This study aims to develop learning media in the form of android-based applications about volume in class V and to determine the feasibility of the applications that have been developed. The research method used in this research is Research and Development (R&D) with the ADDIE development model. The data collection technique used in this study was an expert validation questionnaire and a user response questionnaire. The results showed that the developed application received a material and language expert validation score of 93.91%, and a media expert validation score of 86.67%. In addition, the results of product trials in small groups received a score of 98.33%, and the test results from the large group trial were 96.48%. This android application media on volume material is very feasible to use in learning.

Article Details

How to Cite
Olisna, O., Julia, J., Iswara, P. D., Ismail, A., Gusrayani, D., & Isrokatun, I. (2023). Development of Android-based application on volume material in grade V. Jurnal Pendidikan Matematika RAFA, 9(2), 167-183. https://doi.org/10.19109/jpmrafa.v9i2.20037
Section
Artikel

How to Cite

Olisna, O., Julia, J., Iswara, P. D., Ismail, A., Gusrayani, D., & Isrokatun, I. (2023). Development of Android-based application on volume material in grade V. Jurnal Pendidikan Matematika RAFA, 9(2), 167-183. https://doi.org/10.19109/jpmrafa.v9i2.20037

References

Abdullah, R. (2017). Pembelajaran dalam perspektif kreativitas guru dalam pemanfaatan media pembelajaran. Lantanida Journal, 4(1), 35. https://doi.org/10.22373/lj.v4i1.1866

Amanda, D. A., & Putri, A. R. (2019). Pengembangan game edukasi pada mata pelajaran matematika materi bangun datar berbasis android di SDN 1 Jepun. JOEICT (Jurnal of Education and Information Communication Technology), 3(2), 160–168. https://doi.org/https://doi.org/10.29100/joeict.v3i2.1241

Arikunto, S. (2013). Prosedur penelitian : suatu pendekatan praktik (edisi revisi). In Jakarta: Rineka Cipta. https://doi.org/10.1017/CBO9781107415324.004

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

Badraeni, N., Pamungkas, R. A., Hidayat, W., Rohaeti, E. E., & Wijaya, T. T. (2020). Analisis kesulitan siswa berdasarkan kemampuan pemahaman matematik dalam mengerjakan soal pada materi bangun ruang sisi datar. Jurnal Cendekia : Jurnal Pendidikan Matematika, 4(1), 247–253. https://doi.org/10.31004/cendekia.v4i1.195

Darmayanti, R. (2023). Gema Cow-Pu: Development of mathematical crossword puzzle learning media on geometry material on middle school students’ critical thinking ability assyfa learning center Pasuruan Foundation, East Java, Indonesia 1 *. ALJ: Assyfa Learning Journal, 01(January), 37–49. https://doi.org/10.61650/alj.v1i1.1

Gambini, A., & Lénárt, I. (2021). Basic geometric concepts in the thinking of in-service and pre-service mathematics teachers. Education Sciences, 11(7). https://doi.org/10.3390/educsci11070350

Gehred, A. P. (2020). Canva. In Journal of the Medical Library Association : JMLA (Vol. 108, Issue 2, pp. 338–340). https://doi.org/10.5195/jmla.2020.940

Herdiansyah, H., Cholily, Y. M., & Cahyono, H. (2019). The development of interactive instructional media using adobe flash in a form of game on the geometry lesson (cube and cuboid) for secondary school. Mathematics Education Journal, 3(1), 32. https://doi.org/10.22219/mej.v3i1.8418

Hwang, W. Y., Hariyanti, U., Abdillah, Y. A., & Chen, H. S. L. (2021). Exploring effects of geometry learning in authentic contexts using ubiquitous geometry app. Educational Technology and Society, 24(3), 13–28.

Kamalodeen, V. J., Ramsawak-Jodha, N., Figaro-Henry, S., Jaggernauth, S. J., & Dedovets, Z. (2021). Designing gamification for geometry in elementary schools: insights from the designers. Smart Learning Environments, 8(1). https://doi.org/10.1186/s40561-021-00181-8

Karim, A., Savitri, D., & Hasbullah, Ha. (2020). Pengembangan media pembelajaran matematika berbasis android di kelas 4 Sekolah Dasar. Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika Dan Statistika, 1(2), 63–75. https://doi.org/10.46306/lb.v1i2.17

Kuzle, A. (2023). Geometry teaching in transition: An investigation on the importance of school geometry in primary education. Center for Educational Policy Studies Journal, 13(2), 97–123. https://doi.org/10.26529/cepsj.1267

Nurfadhillah, S., Rachmadani, A., Salsabila, C. S., Yoranda, D. O., Savira, D., Oktaviani, S. N., & Tangerang, U. M. (2021). Pengembangan media pembelajaran interaktif berbasis android melalui aplikasi quiziz pada pelajaran matematika VI SDN Karang Tengah 06. PENSA : Jurnal Pendidikan Dan Ilmu Sosial, 3(2), 280–296.

Purwanto. (2013). Evaluasi hasil belajar (Cet.4). Pustaka Belajar. https://doi.org/10.21009/JEP.042.02

Ramos, S., Sharyanto, S., & Sudarsono, B. G. (2022). Pelatihan fitur mockup serta desain pamflet dengan aplikasi Photoshop. Jurnal Pengabdian Masyarakat Gemilang (JPMG), 2(3), 41–48.

Riduwan. (2015). Dasar-dasar statistika. Alfabeta.

Sari, A. M. S., Rarasati, I. P., & Fauzi, A. (2023). Pengembangan media pembelajaran matematika abata (aplikasi bangun datar) untuk peserta didik kelas 3 Sekolah Dasar. Pendas : Jurnal Ilmiah Pendidikan Dasar, 08(September), 945–954. https://doi.org/https://doi.org/10.23969/jp.v8i2.9726

Silvia, F. N., Fahyuni, E. F., & Nadlif, A. (2023). Development of tajwid material learning video based on capcut application for elementary school students. EDURELIGIA: Jurnal Pendidikan Agama Islam, 07(01), 25–36. https://doi.org/10.21070/ups.1745

Top, A., & Gökbulut, M. (2022). Android application design with MIT app inventor for bluetooth based mobile robot control. Wireless Personal Communications. https://doi.org/10.1007/s11277-022-09797-6

Ula, N. N. N., Ulia, N., & Fironika, R. (2021). Pengembangan media kelubatar berbasis android pada pemahaman konsep keliling dan luas bangun datar kelas IV SD. Jurnal Inovasi Pendidikan Matematika (JIPM), 3(1), 20–29. https://doi.org/10.37729/jipm.v3i1.1042

Widarti, H. R., Rokhim, D. A., & Kadafi, M. M. (2023). Android-based project-based learning integrated gravimetric analysis for chemical expertise analysis of vocational school: Development of teaching. IJCER (International Journal of Chemistry Education Research), 7(2), 94–104. https://doi.org/10.20885/ijcer.vol7.iss2.art10

Yuan, Z., Liu, J., Deng, X., Ding, T., & Wijaya, T. T. (2023). Facilitating conditions as the biggest factor influencing elementary school teachers’ usage behavior of dynamic mathematics software in China. Mathematics, 11(6). https://doi.org/10.3390/math11061536