Abstract

This study aims to determine whether there is an effect of using Android-based learning media on increasing students' mathematical creative thinking abilities. This type of research uses a quasi-experimental design method with a quantitative approach. The population in this study was class X students, and the sample used was for the experimental class, namely X-MIPA 1 totaling 30 students, and the control class X-MIPA 2 totaling 30 students using the cluster random sampling technique. The results of this study indicate that based on the test one way ANOVA Obtained a significance value (Sig) 0.000 <0.05, it can be concluded that the average student learning outcomes are different, this means that there is an influence on student learning outcomes by using android-based learning media with those who do not use. Improving the ability to think creatively mathematically based on the calculation results of the N-Gain Score test for the experimental class has an average of 53.1499 or 53.2%, including the less effective category. With a minimum N-Gain score of 26.32% and a maximum of 80%. For the calculation results of the N-Gain test in the control class, it has an average of 30.0204 or 30.02%, included in the ineffective category with an N-Gain score of at least 5.26% and a maximum of 59.09%. And it can be concluded that Android-based learning media does improve students' mathematical creative thinking skills but is less effective in using mathematics in the rest of the XMIPA class at SMA 1 Cinangka).

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