Android Learning Media Development to Improve Spatial Ability

Syariful Fahmi*  -  Universitas Ahmad Dahlan

(*) Corresponding Author

The research aims to produce an interactive learning media. This research is included in the type of development research, using the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The software used in this interactive learning media is Adobe Flash CS 6 and Unity as the main software. The research was carried out at SMP Muhammadiyah 7 Yogyakarta with the subject of 31 students of class VIII C in the 2020/2021 academic year. The research data was obtained from the results of material validation questionnaires by material experts, media validation questionnaires by media experts, and student response questionnaires by students. The feasibility of this interactive learning media is obtained from the process of quantitative and qualitative data analysis. The product of this development research is in the form of mathematics learning software for class VIII that can be downloaded and operated on android-based mobile phones. Based on the results by material experts, media experts, and students , this product obtained an average feasibility score of 77; 118.5; and 78.87 with very good, very good, and good qualitative categories. Thus, the interactive learning media product that has been successfully developed is suitable for use in the mathematics learning process

Keywords: Learning Media;Unity;Solid Geometry

  1. Biró, P., & Csernoch, M. (2015). The mathability of computer problem solving approaches. 2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), 111–114.
  2. Burte, H., Gardony, A. L., Hutton, A., & Taylor, H. A. (2017). Think3d!: Improving mathematics learning through embodied spatial training. Cognitive Research: Principles and Implications, 2(1), 1–18. https://doi.org/10.1186/s41235-017-0052-9
  3. Faizah, S. (2016). Kemampuan Spasial Siswa Smp Dalam Memecahkan Masalah Geometri Ruang Berdasarkan Kecerdasan Spasial Dan Kecerdasan Logika. Ed-Humanistics : Jurnal Ilmu Pendidikan, 1, 62–72. https://doi.org/10.33752/ed-humanistics.v1i1.18
  4. Hamka, W.A. & Gani, A. (2016). Rancang Bangun Game Edukasi Berbasis Web dan Android Menggunakan Adobe Flash CS5 Action Script 3.0. IJIS-Indonesian Journal On Information System. 1(2).
  5. Jatiningsih, Paskalia Evi Sri. (2019). Pengembangan Media Pembelajaran Dalam Bentuk Aplikasi Logos Pada Mata Pelajaran Pendidikan Agama Katolik Kelas VIII di SMP Stella Duce 2 Yogyakarta. Skripsi. Universitas Sanata Dharma.
  6. Kurniawan, A., & Setiawan, D. (2019). Analisis Kemampuan Pemecahan Masalah Matematis Siswa Smp Berbantuan Soal Kontekstual Pada Materi Bangun Ruang Sisi Datar. JPMI (Jurnal Pembelajaran Matematika Inovatif), 2(5), 271-282.
  7. Kustiyati, Nurul. (2016). Problematika Pembelajaran Matematika Materi Bangun. Prosiding Konferensi Nasional Penelitian Matematika dan pembelajaran (KNPMP I).
  8. Munaka, F. (2017). Meningkatkan Kemampuan Siswa Menyelesaikan Soal Kontekstual Melalui Cooperative Learning Di Kelas Viii 1 SMP Negeri 2 Pedamaran Oki.
  9. Nuraida, I., & Amam, A. (2019). Hypothetical Learning Trajectory in Realistic Mathematics Education To Improve the Mathematical Communication of Junior High School Students. Infinity Journal, 8(2), 247. https://doi.org/10.22460/infinity.v8i2.p247-258
  10. Nurjanah, Latif, B., Yuliardi, R., & Tamur, M. (2020). Computer-assisted learning using the Cabri 3D for improving spatial ability and self- regulated learning. Heliyon, 6(July), e05536. https://doi.org/10.1016/j.heliyon.2020.e05536
  11. PeranginAngin, R. B., Panjaitan, S., Hutauruk, A., Manik, E., & Tambunan, H. (2021). Arah dan Trend Penelitian Pendidikan Matematika di Jurnal Riset Pendidikan Matematika (JRPM). Vygotsky: Jurnal Pendidikan Matematika Dan Matematika, 3(1), 49–62.
  12. Puspendik Kemdikbud. 2019. https://hasilun.puspendik.kemdikbud.go.id/#2019!smp!daya_serap!04&02&999!T&03&T&T&1&!1!& diakses pada tanggal 08 Oktober 2020.
  13. Sack, J. & Vazquez, I. (2011). Development of a Learning Trajectory to Conceptualize. Conference: 35th Annual Conference of The, 1, 89–96.
  14. Sirait, E. D. (2016). Pengaruh minat belajar terhadap prestasi Belajar Matematika. Formatif: Jurnal Ilmiah Pendidikan MIPA, 6(1).
  15. Srisuganda, Maman. (2020). Pengembangan Media Pembelajran Berbasis Augmented Reality pada Materi Bangun Ruang Sisi Datar untuk Peserta Didik Kelas VIII Semester Genap. Skripsi. Yogyakarta. Universitas Ahmad Dahlan
  16. Sudarman, O. H. (2015). Eksperimen Pembelajaran Matematika pada Bangun Ruang Sisi Lengkung dengan Menggunakan Pendekatan Realistic Mathematic Education Ditinjau dari Motivasi Belajar Siswa Kelas IX SMP Negeri 1 Colomadu Tahun Ajaran 2015/2016. Doctoral dissertation. Universitas Muhammadiyah Surakarta
  17. Supriyadi, S. (2016). ADOBE Flash Untuk Mendukung Pembelajaran. Jurnal Komunikasi. 7(2).
  18. Tambunan, S. M. (2006). Hubungan Antara Kemampuan Spasial Dengan Prestasi Belajar Matematika. Makara Human Behavior Studies in Asia, 10(1), 27. https://doi.org/10.7454/mssh.v10i1.13
  19. Wafa, Ahmad Khanif Ali & Syariful Fahmi. (2020). Pengembangan Media Pembelajaran Berbasis Android pada Materi Bangun Ruang Sisi Datar. In UrbanGreen Conference Proceeding Library (Vol. 1,pp. 11-17).
  20. Widiyanto, M. R. , & R. B. (n.d.). Pentingnya Kecerdasan Spasial dalam Pembelajaran Geometri. EJurnal Universitas Slamet Riyadihttps://Ejurnal.Unisri.Ac.Id ›.

Open Access Copyright (c) 2022 Phenomenon : Jurnal Pendidikan MIPA
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Phenomenon: Jurnal Pendidikan MIPA
Published by Faculty of Science and Technology UIN Walisongo Semarang
Jl Prof. Dr. Hamka Kampus III Ngaliyan Semarang 50185
Phone: +62 815-7502-8676
Website: https://fst.walisongo.ac.id/
Email: phenomenon@walisongo.ac.id

apps