Abstract

This development research uses a 4-D design model by Thiagarajan, namely define, design, develop, and disseminate. However, in this study only at the development stage. The subjects of this study were 20 students in class X Mathematics and Natural Sciences at the Private MA Miftahul Falah Diski. The validity of the learning media developed in terms of the analysis of the results of the validity of the learning media by the validators with a total average value of 3.72 (category "Valid"). Meanwhile, the practicality of learning media is seen from the observation score of the implementation of learning in the second trial, which is 3.71 (category "Well Implemented"). The effectiveness of learning media in terms of four aspects, namely classical completeness, student active activity observation scores, student self-efficacy scores, and student responses. The classical completeness of students' computational thinking ability in the second trial was 87% (17 students). The average percentage of students' achievement in the ideal time of activity in the second trial for three meetings was 21.98%, 20.2%, 21.7%, 26.5%, 10.9%, and 1.9%. The average score of the overall self-efficacy scale in the second trial for three meetings was 3.16 so it was included in the positive category. The average student response in the second trial was 91.6% (category "Interested"). Based on the normalized gain index, it was found that in the second trial there was an increase in the value with a score of 0.4 (the "medium" criterion). The average score of the overall self-efficacy scale in the second trial for three meetings was 3.16 so that it was included in the positive category. The average student response in the second trial was 91.6% (category "Interested"). Keywords: Macromedia Flash, Problem Based Learning, Computational Thinking Ability, Self-Efficacy, Development of Mathematics Learning Media, Three Variable Linear Equation System. DOI: 10.7176/JEP/12-34-03 Publication date: December 31 st 2021

Highlights

  • Education is a process that helps humans learn, so that the results of the process can be used in dealing with certain problems

  • Based on the average normalized gain, it was found that in the first trial there was an increase in the computational thinking ability of students with low criteria with a score of 0.3 (N-Gain ) and in the second trial there was an increase in scores with moderate criteria with a score of 0.4 (0,3 < N-Gain So it can be concluded that the developed learning media assisted by macromedia flash can improve students' computational thinking skills.≤ 0,3 ≤ 0,7)

  • Based on the research conducted, it can be concluded that: 1) in terms of the analysis of the results of the validity of the learning media by the validators with a total average value of 3.72; 2) Macromedia flash-assisted learning media that was developed met the criteria for the practicality of learning media in terms of the analysis of the results of observing the implementation of learning

Read more

Summary

INTRODUCTION

Education is a process that helps humans learn, so that the results of the process can be used in dealing with certain problems. Efforts that can be made to improve students' computational thinking skills and selfefficacy are the use of appropriate learning models, one of which is the Problem Based Learning (PBL) learning. Animation is "an arrangement of objects arranged in such a way as to produce a movement that is able to attract everyone to see it", in order to produce interesting animations that are in accordance with research objectives, macromedia flash learning media must be well designed (Astuti, 2006: 111) This program can display information in the form of writing, images, animations, so that students can be more interested in participating in mathematics lessons. The object of this research is the learning media assisted by Macomedia Flash with the application of the Problem Based Learning learning model on the material of a three-variable linear equation system.

Practicality of Macromedia Flash Assisted Learning Media
II III IV I II III IV
The Effectiveness of Macromedia Flash Assisted Learning Media
Student Activities
Student Self Efficacy
Student Response
Improving Student Self-Efficacy
CONCLUSION
Full Text
Paper version not known

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

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.