Abstract

This study aims to develop mobile mathematics learning media using App Inventor 2. Development using App Inventor 2 will make it easy to access learning because this application is android in nature. The development procedure that will be carried out by the author is using 4D. The data collection techniques I use are interviews, questionnaires and tests. The data processing technique I use is the effect size test. The result of this research is a product, namely mobile learning, which refers to the modified research and development design of the 4D development model. From the results of research using mobile learning with App Inventor 2 student learning outcomes have increased more than before. App Inventor 2 is an application that can be accessed anywhere and anytime it really helps students learn to understand the material first before being taught in class. So, it can be concluded that the media developed by the author is feasible and effective to be used as teaching material to help students in the learning process.

Highlights

  • This study aims to develop mobile mathematics learning media using App Inventor 2

  • Pengembangan Mobile Learning Barusikung Berbasis Android pada Materi Bangun Ruang Sisi Lengkung

Read more

Summary

Design

Teknik pengumpulan data yang digunakan penulis adalah wawancara, penyebaran angket dan tes. Angket yang digunakan adalah angket validasi kepada para pakar ahli dan angket peserta didik. Adapun data kualitatif dihasilkan dari saran dan masukan para pakar ahli sedangkan data kuantitatif dihasilkan dari hasil validasi dan tes yang telah dilakukan. Menentukan kriteria kelayakan dari hasil skor para ahli validator dan skor angket peserta didik menggunakan tabel skala likert sebagai berikut (Kurniasari et al, 2018): Tabel 1.

Kurang Menarik Sangat tidak Menarik
Fungsi tombol
Maksimum Minimum
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call