Penggunaan Media Interaktif Fraction Splat Untuk Kemampuan Berpikir Numerik Siswa Sekolah Dasar Negeri

Authors

  • Rifda Aini Waluyo Program Studi PGSD, FIP Universitas PGRI Adi Buana Surabaya
  • Feny Rita Fiantika Program Studi PGSD, FIP Universitas PGRI Adi Buana Surabaya

DOI:

https://doi.org/10.30762/sittah.v5i1.2698

Keywords:

Elementary School Students, Fraction Splat, Interactive Media, Numerical Thinking Ability

Abstract

Implementing Fraction Splat interactive media has significantly improved the numerical thinking abilities of grade 3 elementary school students in fraction material. This research aims to explore the effectiveness of this media in increasing students' understanding of fractions. The research uses descriptive qualitative data collection through written tests, student response questionnaires, interviews, observation, documentation, and the Miles and Huberman model data analysis techniques. The results showed that students with high abilities (TI) showed good skills in understanding and applying the concept of fractions. Meanwhile, students with moderate abilities (SI) show progress in understanding the concept of fractions but still experience difficulties in several aspects, such as participating in presenting discussion results, asking evaluation questions, and writing summaries or conclusions. Meanwhile, students with low ability (RI) have difficulty identifying and calculating fractions but can apply these concepts in everyday situations. Thus, the results of calculating student response questionnaires from the three subjects, it was found that the three subjects showed that the Fraction Splat interactive media was very effective, especially in helping subjects understand fraction material, and was included in the "Good" category with a percentage of 90% of 88.16% for use. Fraction Splat interactive media.

Downloads

Download data is not yet available.

References

Alam, S. (2023, December 18). Hasil PISA 2022, Refleksi Mutu Pendidikan Nasional 2023. Media Indonesia. https://mediaindonesia.com/opini/638003/hasil-pisa-2022-refleksi-mutu-pendidikan-nasional-2023

Ambarwati, M. (2019). Efektivitas Media Pembelajaran Berbasis Web Game Untuk Meningkatkan Kemampuan Pemecahan Masalah Pada Pembelajaran Matematika SD. Mimbar PGSD Undiksha, 7(2). https://doi.org/10.23887/jjpgsd.v7i2.17472

Hani, M., Karlimah, & Apriani, I. F. (2024). Analisis Penggunaan Media Pembelajaran pada Materi Pecahan Senilai di Kelas IV Sekolah Dasar. Syntax Idea, 6(3), 1355–1372. https://doi.org/10.46799/syntax-idea.v6i3.3109

Indartiwi, A., Wulandari, J., & Novela, T. (2020). Peran Media Interaktif dalam Pembelajaran di Era Revolusi Industri 4.0. Prosiding Konferensi Pendidikan Nasional, 2(1). https://ejurnal.mercubuana-yogya.ac.id/index.php/Prosiding_KoPeN/article/view/1073

Jatmiko, J. (2018). Kesulitan Siswa dalam Memahami Pemecahan Masalah Matematika. JIPMat, 3(1), Article 1. https://doi.org/10.26877/jipmat.v3i1.2285

Laily, H. (2022, February 14). Capaian Literasi, Numerasi, dan Karakter Siswa di Provinsi Jawa Tengah Tahun 2021. LPMP Jateng. https://lpmpjateng.go.id/capaian-literasi-numerasi-dan-karakter-siswa-di-provinsi-jawa-tengah-tahun-2021/

Maulidina, A. P., & Hartatik, S. (2019). Profil Kemampuan Numerasi Siswa Sekolah Dasar Berkemampuan Tinggi dalam Memecahkan Masalah Matematika. Jurnal Bidang Pendidikan Dasar, 3(2), 61–66. https://doi.org/10.21067/jbpd.v3i2.3408

Murdiyanto E. (2020). Metode Penelitian Kualitatif (I). Lembaga Penelitian dan Pengabdian Pada Masyarakat UPN ”Veteran” Yogyakarta Press. http://eprints.upnyk.ac.id/24095/1/Penelitian%20Kualitatif%20-Eko%20mUrdiyanto.pdf

Purwandini & Irwansyah. (2018). Komunikasi Korporasi pada Era Industri 4.0. Jurnal Ilmu Sosial, 17.

Raharjo, I., Rasiman, R., & Untari, M. F. A. (2021). Faktor Kesulitan Belajar Matematika Ditinjau dari Peserta Didik. Journal for Lesson and Learning Studies, 4(1), Article 1. https://doi.org/10.23887/jlls.v4i1.27934

Rasyid K, I. S. (2018). Manfaat Media dalam Pembelajaran. Axiom : Jurnal Pendidikan Dan Matematika, 7 (1). http://dx.doi.org/10.30821/axiom.v7i1.1778

Sirait, F. E. T. (2022). Dampak Revolusi Industri 4.0 pada Industri Teknologi Komunikasi di Indonesia: Peluang dan Tantangan. Jurnal Penelitian Dan Pengembangan Sains Dan Humaniora, 6(1), Article 1. https://doi.org/10.23887/jppsh.v6i1.28153

Siregar, T., Amir, A., & Adinda, A. (2023). Efektivitas Media Pembelajaran Interaktif Berbasis Canva Pada Materi Pecahan. Dedikasi: Jurnal Pengabdian Masyarakat, 16(2), Article 2. https://doi.org/10.32678/dedikasi.v16i2.9398

Subhan, M., Rahma Putri, S., & Maryanis, E. (2023). Pengembangan Media Pembelajaran Interaktif pada Mata Pelajaran Matematika Materi Pecahan di Kelas IV. https://doi.org/10.36989/didaktik.v9i3.1577

Wulandari, A., & Amir, M. F. (2021). Mobile Game for Equality of Fractions for Elementary School Students. International Journal of Elementary Education, 5(4), 525–536. https://doi.org/10.23887/ijee.v5i4.41076

Yuliana, I. A. ., Reza Rachmadtullah, & Feny Rita Fiantika. (2022). Penggunaan Media Papan Pintar Untuk Mengetahui Nama-Nama Bangun Datar dan Bangun Ruang Pada Kelas 2. Humantech : Jurnal Ilmiah Multidisiplin Indonesia, 1(7), 860–866. https://doi.org/10.32670/ht.v1i7.1704

Downloads

Published

2024-04-30

How to Cite

Waluyo, R. A., & Fiantika, F. R. (2024). Penggunaan Media Interaktif Fraction Splat Untuk Kemampuan Berpikir Numerik Siswa Sekolah Dasar Negeri. SITTAH: Journal of Primary Education, 5(1), 61–86. https://doi.org/10.30762/sittah.v5i1.2698

Similar Articles

1 2 3 4 5 > >> 

You may also start an advanced similarity search for this article.