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Fix. Turniti Hendri Johan Tambunan - 4163312011 - Pendidikan Matematika Bilingual
Fix. Turniti Hendri Johan Tambunan - 4163312011 - Pendidikan Matematika Bilingual
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TABLE OF CONTENTS
AUTHENTICATION SHEET...............................................................................i
TABLE OF CONTENTS......................................................................................ii
LIST OF IMAGES................................................................................................iv
ATTACHMENT LIST..........................................................................................v
BAB I PRELIMINARY.........................................................................................1
1.1. Problem Background.....................................................................................1
1.2. Identify Problems........................................................................................12
1.3. Problem Limitations....................................................................................13
1.4. Problem Formula.........................................................................................13
1.5. Research Objectives...................................................................................13
1.6. Product Specifications Developed.............................................................13
1.7. Benefits of Research...................................................................................14
1.8. Assumptions and Limitations of Development...........................................15
1.8. Operational Definition...............................................................................16
BAB II LIBRARY REVIEW.............................................................................18
2.1. Theoretical Framework...............................................................................18
2.1.1. Research and Development (Research and Development).................18
2.1.2. Understanding Learning Media............................................................21
2.1.3. Media, Props, and Aids.........................................................................33
2.1.4. Types of Media.....................................................................................34
2.1.5. Learning Media Function….................................................................37
2.1.6. Benefits of Learning Media..................................................................39
2.1.7. Characteristics of Learning Media........................................................43
2.1.8. Types of Learning Media......................................................................45
2.1.9. Learning Media Criteria.......................................................................47
2.1.10. Learning Media Principles..................................................................49
2.1.11. Interactive Learning Media................................................................53
2.1.12. Software Geogebra.............................................................................58
2.1.13.1. Geogebra Program View.................................................................64
2.1.13.2. Advantages and Disadvantages of Geogebra.................................69
2.2. Development Model ADDIE......................................................................75
2.3. On Solid Geometry (Beam).........................................................................79
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2.4. On Solid Geometry (pyramid)……………………………………………80
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LIST OF IMAGES
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ATTACHMENT LIST
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CHAPTER I
PRELIMINARY
1.1 Background of the Problem
effectively. Many issues arise from both the community and schools, especially
for teachers. Until now there are still teachers who have a negative perception of
the 2013 curriculum so they tend to be reluctant to apply it. Many teachers have
not been informed due to the lack of comprehensive socialization regarding the
application of this curriculum. Teacher training in implementing learning in
accordance with the 2013 curriculum is still uneven, both in the manufacture of
RPP and in the maximum use of learning media and props (Siregar, 2017).
Mathematics plays a very important role in everyday life. With
mathematics we can solve various problems in life, both simple and complex. In
solving math problems, students are not required to be able to calculate and find
the right answer quickly, but students need to reason, predict the right problem-
solving steps, find a simple formula, and prove it. But most students still find it
difficult to understand problems in mathematics, especially problems that are not
routine with a little complicated computing (Puspendik.2006).
There are two important reasons why the learning media can enhance the
teaching and learning process expressed by Sanaky (2013). The first reason, with
regard to the benefits of media in the learning process, among others: (1) learning
will attract more students so as to foster learning motivation; (2) The method of
learning will be more varied, not solely verbal communication through the
teacher’s speech of words by the teacher, so that learners do not get bored and the
teacher does not run out of energy, if the teacher must teach for every hour of the
lesson;
(3) The learning material will be clearer in meaning so that it can be better
understood by learners and allow learners to master learning goals better; (4)
Learners do more learning activities, because not only listen to the teacher’s
description, but also other activities such as observing, doing, demonstrating, and
others.
The second reason, pleasing to the level of thinking of the learner. Human
thinking levels follow the stage of development, starting from concrete thinking to
abstract, starting from concrete thinking to abstract, starting from simple thinking
to complex thinking. So the medium of use of learning media is very closely
related to the stage of thinking. By using the medium of learning well, abstract
things can be condensed and complex things can be simplified (Sanaky, 2013).
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This is in line with the state that there are still many teachers who only use
a few media even some are completely unable to develop it, resulting in saturation
and boredom that infect students in the classroom. Teachers should have media in
teaching and managing classes so that learning can be more interesting and even
missed, as a result of this condition most students experience boredom and less
shrewd material presented, because teachers are more dominant using the lecture
method. (Abudullah 2016)
In today’s technological era, learning media has many very important roles
in supporting the success of learning activities for students. The role of the right
learning media can affect learning outcomes because learning media serves to
help learners in extracting information, understanding comprehensive learning
materials in order, and creating teaching and learning activities comprehensively
can shape thinking.
One step to improve students’ mathematical abilities is to provide
interactive learning with the right Addie development methods. Interactive
learning in schools is expected to form systematic attitudes and habits for students
so that they are able to understand the picture and concepts about the relationship
between the wakes. Therefore, it is very important for teachers to always develop
interactive learning methods and media, one of which is to give students the
opportunity to be able to learn, one of which is to give students the opportunity to
be actively involved in observing, exploring, trying and finding the principles of
building flat-sided spaces through creative and communicative learning activities
and being able to apply what they learn in their studies. Context of everyday life.
In line with this, limas material in mathematics also requires presentation that can
attract students’ attention and make it easier for students to develop their abilities.
In its development, mathematics is inseparable from the development of
science and technology development (IPTEK). By utilizing technology we are
also facilitated in solving mathematical problems. Often students find it difficult
to understand mathematical materials that are fairly abstract, especially building
flat- sided spaces. The materials used by the authors in the study are triangular
pyramid, Quadrilateral Pyramid, and Pyramid of the Pentagon.
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teaching and learning process, most educators, especially math subjects only use
whiteboards as tools and media to teach, even though we know all mathematical
materials cannot be explained as a whole only through words or through writing
only (verbalisme).
Based on the results of observations and interviews of researchers when
conducting observations at Labuhan Deli Junior High School in March 2020, the
medium used in delivering the material is a book. The book is in the form of
package books and Learning Media through Geogebra. In addition, math teachers
do not use technology-based learning media in the teaching and learning process.
Learning media is one of the most important sources of learning. Mathematics is
abstract, so that every student needs to be realized with learning media so that it is
easy to understand in the teaching and learning process.
As for the reality in the field, especially in the research place, namely in
SMP Negeri 1 Medan, the math learning process still uses a conventional
approach (lecture), grouping of each student during group work and lack of use
of learning media by all teachers. Teachers are active in explaining the subject
matter while students are only as listeners. Students are less included in the
management of information, so students are not active in participating in learning
activities that take place regularly and for that teachers can motivate students’
learning to be low, characterized by the number of students who play alone and
joke when learning activities take place regularly. In the learning prose the
teacher is very limited only to emphasize the cultivation of concepts in the
student, regardless of whether the concepts taught have been understood by the
student itself in a continuous manner. Education is a conscious and planned
effort to realize the learning atmosphere and learning process so that learners
actively develop their potential to experience religious spiritual strength, self-
control, personality, intelligence, noble morals, as well as the skills necessary for
themselves, society, nation and state. The purpose of national education is to
develop the potential of learners to become human beings who believe and fear
God Almighty, be noble, healthy, knowledgeable, capable, creative, independent,
and become democratic and
responsible citizens.
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mathematical learning, for example to align geometry and algebra can be used
Geogebra, Sketchpad, Grapmatica, Fx Draw, and Cabri, to align statistics can be
used to develop interactive media / multimedia such as adobe flash, blender, swish
max, construct (to develop game-based media), stencil (to develop game-based
media), and so on.
The reason for geogebra selection is because this software was developed
for the process of learning to teach mathematics in school by Markus Honwarter
at florida Atlantic University. On the one hand, the Geogebra is a dynamic
geometric system. In addition, geogebra is a software that is very helpful for
students or teachers in doing tasks or learning mathematics related to geometry,
algebra, tables, graphs, statistics and calculus can be more using this software.
Many teachers already use this software and recommendations for the use of this
software. The reason for choosing Geogebra Software is because this software is
able to produce presentations, interactive CDs, and learning CDs in the form of
video, text, images, design, audio, interactive evaluation and animation.
To support the Curriculum 2013, the quality of learning is strongly
influenced by the learning media used. The more quality the learning media used,
the more quality the learning process. (Siswanto, 2012). One of the learning media
for students is to bring a fun and interactive atmosphere for students is computer-
based media by using flash software with Geogebra.
Geogebra is a software with basic ideas combining geometry, algebra, and
calculus that can be used to learn and teach at elementary, junior high, high, and
university levels (Hohenwarter, 2008). Geogebra is a software that is almost
competitive in all operating systems as long as we have installed Java. Geogebra
can be installed freely by visiting the websitse. For teachers, Geogebra offers an
effective opportunity to create an interactive online learning environment that
allows students to explore a variety of mathematical concepts (Hohenwarter,
2008).
The advantages of Geogebra is that it has many features so that it is able to
make mathematical learning design by using Geogebra Classic software is an
important thing to do. However, based on the above description of the teacher’s
ability to use software, especially Geogebra, is still lacking, so that media can be
stored in laptops and mobile phones to make it more practical. The advantages of
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geometry (Limas) for class VIII odd semesters with addie (Analysis, Design,
Development, Implementation, Evaluation) approach. Therefore, the author
conducted a study with the title "Development of Geogebra Classic 6 Based
Interactive Learning Media on Solid Geometry”.
2. Practically
a. For Educational Institutions (Medan State University)
The results of this study can be used as a good reference material and
study for UNIMED students and can be used as a reference for further
research.
b. For the school
1) Provide a complete, accurate and interesting variety of learning media
2) Assist the teacher in delivering the material and can make an
alternative learning media with geogebra software software to the
mathematical reasoning skills of junior high school students.
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1. Development Assumptions
The development of geogebra-based interactive learning media has
several assumptions:
a. The teaching and learning process will be easier because the
learning media will clarify the learning message
b. Provide motivation to students through this geogebra-based
interactive learning medium .
c. This learning medium is a new innovation that can help teachers
to provide more interesting materials .
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2. Limitations of Development
The development of this learning media is limited to one material,
namely Build a Flat Side Room (Limas and Beam). In addition, the trial
was only applied to one researcher precisely in class VIII UPT SMP
Negeri 1 Medan.
BAB II LIBRARY
REVIEW
2.1 Theoretical Framework
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model is a model that describes a frame of mind that is based on relevant theories
and supported by empirical data. (Sugiyono.2016)
media is the intermediary or delivery of messages from the sender to the recipient
of the message. Many understandings are given to the word media, so that the
boundary between understanding one another sometimes becomes blurred,
especially for the word learning media.
Media boundaries are put forward by experts AECT (Association of
Education and Communication Technology) Arsyad (2010: 3) media as all forms
and channels are used to convey messages and information. Media definition
according to Roqib (2009: 70) Is everything that can be used to convey a message
from the sender to the recipient so that it can stimulate the thoughts, feelings,
attention, and interests of the learner in such a way that the learning process
occurs. The Dictionary of Indonesian (KKBI), media is interpreted as a tool or
means of communication. Next, Muhson (2010:3) explaining the media is a
container of messages that the source or channel wants to be forwarded to the
message or recipient of the message.
Learning media is one component of the teaching and learning process that
has a very important role in supporting the success of the teaching and learning
process. Gagne (Rusman, dkk, 2015: 170) stating that “Media are different types
of components in a student's environment that can provide stimulation for
learning”. The use of learning media can also provide stimulation for students to
occur the learning process is fascinated by opinions Miarso (Rusman, dkk, 2015:
170) that: “Learning media is everything that is used to channel messages and can
stimulate the mind, feelings of attention, and willingness of the learner so that it
can encourage the process of intentional learning, aim, and control”.
Media has a very wide scope so talking about media should be limited in a
direction that is relevant to learning problems or known as learning media.
Learning is a process of communication between learners, teachers and teaching
materials and a communication does not run without the help of media delivery
facilities. The message communicated is the content of learning in the curriculum
that is poured by the teacher using learning media.
Media has a number of uses in supporting the learning process Susilana
dan Riyana (2009: 9) stating that in general the use of media is; (a) Clarify the
message so as not to be too verbal, (b) Overcome the limitations of space, time,
energy, and
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sensory power, (c) Cause learning passion, more direct interaction between
students with learning resources, (d) Allow children to learn independently in
accordance with their talents and visual abilities, auditory and kinesthetic, and (e)
Give the same stimulation, equalize experiences and give rise to the same
perceptions.
Learning is a plural form of the word learning that has a basic word. Teach
according to KBBI instructions given to people to be known (diturut), learning is
an effort to obtain intelligence / knowledge. The term learning better describes the
efforts of teachers / educators to make learners do the learning process. Learning
activities will not be meaningful if they do not produce learning activities in their
students. Learning activities will only be successful if the learner actively
experiences the learning process himself. A teacher cannot represent the learning
of his students. A student cannot be said to be learning just because he is in a
room with a teacher who is teaching. There are many other ways that teachers can
make students learn. The role that teachers should do is to strive so that each
student can interact actively with various learning resources (Suryani, 2012:136).
According to Nurseto (2011: 21) It can be briefly stated that the learning
media is a vehicle for the distribution of messages or learning information, And
according to Miarso (2005: 458) Learning media is everything that is used to
channel messages and can stimulate the mind, feelings, attention, and willingness
of the learner so that it can encourage the occurrence of a deliberate, purposeful,
and controlled learning process.
Many experts provide limitations on learning media. According to Adam
(2015 : 2), Learning media is everything both physical and technical in the
learning process that can help teachers to facilitate in delivering subject matter to
students so as to facilitate the achievement of goals that have been formulated. In
line with that, Falahuddin revealed that the learning media is interpreted as a
learning tool in teaching as well as a means of messenger from learning sources.
According to Wahyuningtyas dan Shinta (2017 : 9), Learning media is
everything to convey the message of learning so as to stimulate the mind, interest
and attention of students. The role of learning media cannot be separated from
learning activities.
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1. Purpose of use
What learning objectives (basic competency and competency standards)
to achieve, what kind of sensory rangasangan is emphasized .
2. Target use
Who are the target students who will use the media, how their
characteristics, how many, social background, how motivated and
interests to learn.
3. Media characteristics
The characteristics of the media to be used need to be recognized, what
are the advantages and disadvantages, in accordance with the learning
media with the target and learning to be achieved.
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4. Time
The time here is how long it takes to hold or create the selected media, as
well as how long it is available, how long it takes to present the media
and how long the allocation of time is available in the learning process.
5. Availability
If we have to make it our own, is there the ability, time of energy, and the
means to make it our own, is there the ability, time of energy, and the
means to make it or if all of it is available, it is necessary to reconsider
the necessary means to present it.
Media, the plural form of the medium, is in the broadest sense a means of
communication. Derived from Latin, medium means intermediate. The term
refers to anything that carries information between the source and the
recipient. The purpose of the media is to facilitate communication and
learning (Smaldino, Lowther & Russel, 2011:7)
As a tool in the learning process, media has several functions. Sudjana
(2011:99) formulate the function of the learning media into six catechesis, as
follows:
a. The use of media in the teaching and learning process is not an additional
function, but has its own function as a tool to create an effective teaching
and learning situation.
b. The use of learning media is an integral part of the overall learning
situation. This means that the learning media is one of the elements that
must be developed by the teacher.
c. The medium of learning in learning, its use is integral to the purpose of the
content of the lesson. This function contains the understanding that the use
(utilization) of media must look to the purpose and teaching materials.
d. The use of media in learning is not solely as a means of entertainment, in
the sense that it is used only to complete the learning process to attract more
students.
e. The use of media in learning takes precedence to speed up the teaching and
learning process and assist students in capturing the understanding given by
teachers.
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namely Preparing the criteria test as the first action to know the initial ability
of learners and as an evaluation tool after the implementation of the activity,
choosing a learning medium that is in accordance with the material and
characteristics of learners; adjust the selection of the form of learning
presentation with the learning media used and simulate the presentation of the
material with the media and learning steps that have been designed.
c.Development (Development)
Thiagarajan divides the development stage in two activities, namely: expert
appraisal and development testing. Expert appraisal is a technique for
emnvalidating and assessing product design feasibility. In this activity,
evaluation is carried out by experts in their fields. The suggestions given are
used to improve the material and learning design that has been prepared.
Developmental testing is a product design test activity on the actual means of
the subject. At the time of this trial, data was searched for responses, reactions
or comments from the target use of the model. The results of the trial are used
to repair the product, after the product is repaired and then retested until it
obtains effective results.
d.Disseminate (Deployment)
Thiagarajan divides the disseminate stage in three activities: Validation
Testing, packaging, diffusion and adaption. At the Validation Testing stage,
the product that has been revised at the development stage is then
implemented at the actual target. At the time of implementation, measurement
of the purpose design is carried out. This measurement is done to find out the
effectiveness of the product developed. Once the product is assimilated, the
developer needs to see the results of achieving the goal. Goals that have not
been achieved need to be explained the solution so that the same piety is not
repeated after the product is disseminated. The last activity at the development
stage is to do packaging (packaging), diffusion and adaption (absorbed and
used). This stage is done so that the product can be used by others.
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Whereas AH Hujair (2013: 44-45) dividing the media into five types, namely:
From the exposure of the types of media above, it was concluded that media
is divided into visual media, audio, audio-visual, collection of historical objects,
and multimedia.
Derek Rowntrie (dalam Rumampuk, 1988: 12) mention the media function
as follows:
1) Engage the student’s motivation (membangkitkan motivasi belaajar)
2) Recall earlier learning (mengulang apa yang telah dipelajari)
3) Provide new learning stimuli (menyediakan stimulus belajar)
4) Activate the student’s response (mengaktifkan respons murid)
5) Give speedy feedback (memberikan balikan dengan cepat/segera)
6) Encourage appropriate practice (menggalakkan Latihan yang serasi).
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has a complete component like a learning system. Its use is highly dependent on
the competence of the teacher. Usually this medium is prepared for the process of
self- study. Media for enrichment is a medium that is prepared as an option for
learners to be able to master more than formulated in the learning objectives.
(Prawiradilaga, 2012: 107)
1. Clear and neat. Good media should be clear and neat in its presentation .
2. Clean and interesting. Clean here means there are no unnecessary
distractions to text, images, sounds and videos.
3. Fit the target. Effective media for large groups is not necessarily as
effective if used in small groups or individuals.
4. . Good quality. Media criteria must be technically of good quality. For
example, the visual development of both images and photographs must
meet certain technical requirements, such as visual slides must be clear
and the information conveyed should not be disturbed by other elements
in the form of backgrounds (Arsyad, 2006).
5. In accordance with the purpose of learning. A good medium is a
medium that conforms to a predetermined instructional purpose that
generally refers to one or a combination of two or three cognitive,
affective, psychomotor realms.
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b. Can be used
The selected learning medium should really be usable or applied in learning,
so as to increase students' understanding and improve the quality of
learning.
c. Relevance
The suitability of learning media to be characterized by the purpose,
rusteristic of learning materials, the potential and development of students,
as well as with the available time.
d. Efficiency
The selection and use of learning media really notices that the media is
cheap or cost but can convey the core of the message in question, the
preparation and use of relatively takes a short time, then only requires a
little energy.
e. Contextual
The selection and use of learning media must prioritize aspects of the
student's social and cultural environment. It would be nice to consider the
development aspects of learning life skills.
In addition to the above considerations, to choose a medium can use patterns
like others. According to Sanjaya (2008: 224-226) a number of considerations in
choosing the right learning media we can formulate in one word ACTION,
namely acronyms of;access, cost, technology, interactivity, organization, and
novelty.
a. Access
Ease of access is the first consideration in choosing a medium. Is the
medium we need available, easy, and usable to students?
b. Interactivity
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a) Judging from the way it is used, this media requires a projection tool
such as a projector because it will display images and saura that will
be used in the learning process. LCDs are also used to project
computers or laptops. Without this tool it would not be effective.
b) Un projected media such as images, photographs, paintings, radio,
and various other forms of graphic media.
Meanwhile, According to Anitah (2008):
a) Props
Props are tools used to clarify the lessons presented and used to
show something that is rill so as to clarify the meaning of learning
b) Lesson tools
Lesson tools used in learning media include whiteboards, erasers,
erasers, erasers, notebooks and others.
c) Visual Audio
In modern times, many learning methods use electronic devices
and only a small percentage still use tools such as whiteboards. Audio
visual is one of the tools used in the learning process for example by
using radio, tape recorder, film, television, computer, laptop, etc. By
using auxiliary props such as laptops can directly see the image or
material to be delivered by the teacher. Audio visual methods can also
make it easier for students in the learning process.
Multimedia forms according to Sanjaya (2012)
a) Linear multimedia
Linear multimedia is multimedia that is kuential or sequential. Each
student or user of this media uses it in order or stage according to the
specified material. For example, TV and movies .
b) Interactive Multimedia
Interactive multimedia is multimedia that is not sequential so
students do not need to use predetermined stages or sequences. In this
case students can choose which topics to discuss and learn first. If there
is uncertainty in one material that has been discussed then the material
can
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interactive learning media is that students not only pay attention to the
presentation of materials or objects but also must interact during learning.
Interactive multimedia is multimedia that is equipped with a controller
tool that can be used by its users, so it can choose what it wants for the
next process in the media. Examples of interactive multimedia are
interactive learning, gaming applications, and others. Interactive
multimedia is a multimedia display designed by designers so that it fulfills
the function to inform messages and have interactiveness to users of the
media. (Munir, 2015: 110). Interactive aspects of this medium can be
navigation, simulation, games and problem training. According to Azhar
Arsyad (2005: 97), the concept of interaction in a computer-based learning
environment generally includes three elements :
1) Adjustable instructional sequences.
2) Answer/responsa know the student's work.
3) Customizable (interactive) feedback
According to Yudhi Munadi (2013: 152-153) The advantages of
interactive multimedia as learning are:
1) Interaction. This multimedia program is programmed or designed to be
used by students individually (self-study). When students apply this
program, he is invited to engage auditively, visually and kinetically, so
that with this involvement it is possible for information or the message to
be easy to understand.
2) Increase learning motivation. By accommodating the needs of learners,
students will be motivated to continue learning
3) Provide feedback. Interactive multimedia can provide immediate feedback
(responses) to learning outcomes carried out by learners .
4) Provide feedback. Interactive multimedia can provide immediate feedback
(responses) to learning outcomes carried out by learners.
5) The control of its utilization is entirely on its users (users).
An interactive learning medium has the ability to be repeated,
but some media are often played only once by the audience because
they feel enough is enough. In order for the media to have a high
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repetition value (in the sense that the audience does not get bored
quickly), it is necessary to add creativity in the delivery of diverse
materials and visualizations. (Wibawanto, 2017:15)
From the above definitions, it can be concluded that interactive
learning media is all forms of either humans, materials or events
that build certain conditions as an intermediary means in the
teaching and learning process to achieve a learning goal that has the
benefit of being able to clarify the message so as not to be too
verbalitis, overcome limitations, provide stimuli that can equalize
students' understanding and can provide effective learning and
learning. efficient. The conclusion in particular that interaktactive
learning media is a medium or intermediary used by educators to
convey the message or content of learning to learners so that there is
stimulation of thoughts, feelings, attention, interests, talents and
abilities, so as to create a conducive learning environment and good
feedback (response) from learners themselves.
The geogebra display along with the menu, toolbar and work screen are as
follows:
1. Starting a Geogebra
Starting work with Geogebra can start with Click Start-All
Program and Geogebra or doble click geogebra icon on the desktop
screen.
2. Geogebra work screen display
The Geogebra work screen consists of several parts. These
sections are algebra window, toolbar, geometry window, input file
and input option.
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Description:
1. Input File: in the input file can be entered an equation of a graph, coordinate
points, command of the geogebra. The list of Command Geogebra can be viewed
by clicking the "Command" down arrow on the menu adjacent to the Input Field.
2. Geometry Window: in this window will be displayed input inserted in graphic form.
For example charts, dots, lines and more.
3. Window Algebra: each geometric object will have an algebraic representation in
this section. Algebra windows can be opened and closed using the view menu.
4. Toolbar: This toolbar consists of arrow keys. This button will be active by clicking
the button and when clicked the button will change color. The other button has a
down arrow on the right side of the button. The arrow indicates that there is
another button in it.
The File menu consists of a selection of New, New window, open, save, Save as,
Print preview, Export and Close.
The edit menu consists of Undo, redo, and properties options
The view menu consists of options, Axes, Grid, Refresh, View, Algebra Window,
Auxiliary Object, Horizontal Spliting, Input field, Command list, Navigation bar
for Contruction Steps, play button, button to open Contruction Protocol
Option menu consists of Choice Point Capturing, Angel Unit, Decimal Places,
Point style, Graphics, Font Size, Languange and Drawing Pad
Window menu with Window options
The help menu consists of help, license and about options
6. Learning To Build Flat Side Space through Interactive learning media Geogebra
software
Open a Geogebra worksheet like the previous step.
Go to 3D Graphics Tools Click the Pyramid tool (click the small arrow in
the right corner of the button to see all options).
Create any dots in the Windows Graphics area
For triangular limas at the point against the line then enter the decimal number
in the Input bar to create a Pyramid (for example y=x)
To create a point mirroring result against the line. Click Reflect object about
line in 3D Graphics Tools (click the small arrow in the right corner of the button
to see all options)
Click Object click on the line y=x.
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The result of limas on the material builds a flat side room at the point against
y = x as shown below:
2.1.13. Pyramid
One of the buildings of space is bounded by a lot of facets (as a pedestal)
and several sides of a triangle that meet at one breaking point. Limas consist of
several kinds depending on the shape of the base. Like the prism the name
limas is also based on the number of n-sided sides of the base. Triangular limas
have four sides with 6 ribs that meet each other at 4 corners. When described,
the shape of the triangular limas will look like this :
Picture 1. 6 Pyramid
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(a) (b)
(c) (d)
(ii)
(i)
6 cm
L = 62 + 4 × 1
×6×5
2
L = 36 + 60
L = 96
So, the surface area is 96 𝑐𝑚2
2.1.12.3. Volume Pyramid
Thus, it can generally be concluded that the limas volume formula is as follows.
1
VOLUME LIMAS = Lt
3
Description:
L : area of the base
t : tall
1
Surface Area Pyramid = ( × 𝑎 × 𝑡) + (3 × 𝑎𝑟𝑒𝑎 𝑜𝑓 𝑢𝑝𝑟𝑖𝑔ℎ𝑡 𝑠𝑖𝑑𝑒 )
2
1 1
Volume Pyramid = × ( × 𝑎 × 𝑡) × 𝑡
3 2
Volume Pyramid = 1 × (𝑠 × 𝑠) × 𝑡
3
2.1.14. Beam
2.1.14.1. Definition of Beams
A beam is a regular geometric shape formed by three pairs of squares,
each of which has the same shape and size. The beam has a name with the name
in order according to the name of the base side and the top side. Analogous to
naming sorted by name of the base side and the top side. Analogous to the naming
of the cube, the above beam is named the ABCD EFGH beam, with the base
plane ABCD and the top plane EFGH.
H G
E F
D C
A B
H G
E F
D C
A B
H G
E F
D C
A B
2) Ribs
A beam has 12 ribs. The ribs are divided into three parts, each
consisting of 4 ribs that are parallel and equal in length. The first part
consists of the longest ribs, namely the AB, DC, EF, and HG ribs. This
part is called the length of the beam. The second part consists of upright
ribs, namely AF, BF, CG, and DH, these parts are called beam height.
The third part consists of oblique ribs (nonfrontal ribs), i.e. AD, BC, EH,
and FG, this part is called beam width
3) Corner Point
The corner point of the cube is the cut point of every three ribs.
From Figure 1 ,it looks ABCD cube. EFGH has 8 angular points,
elements above, the cube also has diagonals. There are three diagonals
on the cube, namely the diagonal of the plane, the diagonal of space,
4) Diagonal Balok
1) Diagonal Sisi
The beam has 12 diagonal sides. Diagonal fill on
The beams are not all the same length, depending on the size of the side
of the beam. From the picture below, you can see the ABCD block.
EFGH has 12 diagonal sides, namely AF, BE, CH, DG, AC, BD, EG,
FH, AH, DE, BG, and CF. determination of the calculation of the
diagonal length of the sides of the beam following the Pythagorean
theorem.
2) Diagonal Plane
Diagonal Plane is a plane in the box that is made through two ribs
that are parallel but not located on one side. The diagonal plane of the
beam is rectangular. The diagonal plane of the ABCD beam. EFGH is
ABGH, BCHE, AFGD, ACGE, and DBFH. The six diagonal planes of
the beam are three pairs of paired rectangular areas that are paired, the
same and the same as ACGE with DBFH, BCHE with AFGD, and
ABGH with DCFE. Consider Figure 2. The intermediate segment of the
AC line between two angular points facing each other on one plane,
namely the angle point A and the angular point C, is called the diagonal
plane of the ABCD beam. EFGH.
62
3) Diagonal Plane
Pay attention to the ABCD beam. EFGH in Figures 12 and 13
carefully. In the image, you can see two diagonal planes on the ABCD
cube. EFGH i.e. AH,BG (fig 12) and BD, HF (Fig 13). As it turns out,
the diagonal planes AH and BG along with two parallel cube ribs, namely
AB and HG form a plane in cube space, namely the ACGE plane. The
ACGE plane is referred to as the diagonal plane. So is the BDHF field.
4) Beam Nets
If a block is sliced (cut) on three ribs of its base and top, as well as one
erect rib, then reclined so that a flat wake occurs, then the flat wake is
called block nets
63
Suppose, the ribs on the beam are named p (length), l (width), and t (height) as
in the figure. Thus, the surface area of such beams is
Beam surface area = square area 1 + square area 2 +square arealength 3 +
square area 4 +square arealength 5 + square arealength 6
= (p × l) + (p × t) + (l × t) + (p × l) + (l × t) + (p × t)
= (p × l) + (p × l) + (l × t) + (l × t) + (p × t) + (p × t)
= 2 (p × l) + 2(l × t) + 2(p × t)
= 2 ((p × l) + (l × t) + (p × t)
= 2 (pl+ lt + pt)
So, the surface area of the beam can be expressed by the following formula.
Beam surface area = 2(pl + lt + pt)
64
BAB III
RESEARCH METHODS
3.1. Types of Research
This research includes research and development or research and
Development (R&D) using the ADDIE development model. This research
focuses on the development of Geogebra-based interactive learning media
on solid geometry (Pyramid and Block).
D
Design Designing learning media according to the results of analysis.
media that have been developed. Researchers also make observations that
can be used as a material for improving learning media. After the learning
process is completed, learners must work on post-test problems that have
been provided. The problem has been compiled based on indicators to see
the effectiveness of the use of learning media developed.
At this stage, researchers also distribute response questionnaires to
teachers and learners that contain details of statements about the use of
media developed in learning. It aims to obtain data on the practicality of
media use. In addition, teachers and learners are asked to comment as a
reference for revision. Furthermore, an analysis of the results that have
been found from implementation activities.
D
Draft Pre-test and post-test
Draft early plans of learning media
es
Revisi Validation by material experts and media experts Media D
on ev
e
Invalid Validation results analysis Valid l
o
I
Revisi Learning Learning Revisi m
Trials
on on
p
Giving a question Pre-tes Providing response questionnaires to l
and Post-test teachers and learners and observing the e
implementation of learning
m
ineffe Analysis e
ctive of test n
Analysis of
Not
t
teacher response
effective Practical
and observation Practic a
results al t
i
Learning Media Ready to Be Disseminated
No Aspects Indicators
1 Content Quality Conformity of the material presented to the
learning objectives
Accuracy of the material
2 Linguistics Businesslike
Grammatical and spelling accuracy
Communicative
3 Ke Implementation Conformity of the material to the example
problem
72
Presentation of material on learning media
4 Usage Strategy Can be used independently
Ease of use.
No Aspect Indicator
Media Quality Quality Powerpoint assisted by
1 Geogebra Classic 6 Software
displayed
Ease of Use of the media
Audio-visual clarity on the app
Clarity of text
No Aspect Indicator
1 Appearance View attractiveness
The clarity and interest of animations,
images and text
Use of language
8 Instructions for the use of learning media are clear and easy to
1
understand.
1. Test Design
This step is a development activity that is carried out
individually. Activities carried out are ranging from collecting data,
compiling books and learning media, and testing product feasibility
by doing validation by several experts. Testing eligibility by
providing media results with questionnaires to validators or experts
to assess the level of validity and practicality level to assess whether
or not books and learning media will be used in the classroom.
2. Test Subject
The validation subject consists of 3 lecturers of media experts
and 2 teachers in the school where the research is.
The test subject is selected with a major in Mathematics Education
and the class to be given research and development of interactive
learning media is class VIII junior high school. The next subject
there is 1 class of 20 students / i in class A and then there is 1 kela
numbering 20 students / i in class B in classroom VIII junior high
school for field implementation tests and interactive learning media
trials. In the implementation of the implementation of learning
media to class VIII junior high school that has been carried out by
mathematics teachers with a total of 20 students / I to be given
supervision and direction in the use of interactive learning media
based on Geogebra Classic Software 6.
1. Data Type
The type of data obtained from validation of learning media is
quantitative data. The study data was analyzed using descriptive
statistical analysis. The data obtained by the analysis describes
whether the learning media that has been developed meets all three
aspects of quality, namely valid, practical, and effective.
Qualitative data comes from suggestions, criticisms and responses
from validators. Suggestions, criticisms, and responses from
validators will later be used as development materials and
considerations in revising products in books and learning media.
80
b) Questionnaire
Questionnaire or questionnaire is a technique or way of
collecting data indirectly (researchers do not directly question
81
b) Determine the average of values for each aspect with the formula :
83
∑𝑚 𝐼𝑖𝑗
𝐴𝑖 = 𝑗=1
(Sinaga, 2008)
𝑚
1. 1 ≤ 𝑉𝑎 < 2 Invalid
3. 3 ≤ 𝑉𝑎 < 4 Valid
4. 𝑉𝑎 = 4 Very valid
Description:
𝑉𝑎 = value of determining the degree of validity of Geogebra-
based learning media
84
B. Completeness of identity 4
V. Suitability of Learning
Activities with Learning I. Conformity with process standards 4
Media Development
J. Allocation of learning time 1
N. Instrument completeness 1
𝑛 = Lots of statements
The results obtained are then written in the column in the
corresponding table.
3. 3 ≤ 𝑅𝑔 𝑜𝑟 𝑅𝑠 < 4 Practical
4. 𝑅𝑔 𝑜𝑟 𝑅𝑠 = 4 Very practical
poured in the form of numbers and letters, namely 1-100 for numbers
equivalent to letters A-D.
86-100 A
71-85 B
56-70 C
≤ D
Criteria that state the student has been completed if more than or
equal to 80% students have had an average score of at least 80 or
are in category B. If the above criteria have not been met, it is
necessary to review the learning process and results to get
effective learning media.
88
Category Score
Strongly Agree (SA) 5
Agree (A) 4
Disagree (D) 3
Disagree (TS) 2
Strongly Disagree (SD) 1
The data obtained from the results of the teacher and student response
questionnaires will be averaged which will then be converted into
practical criteria. The results of the teacher and student response
questionnaires will be analyzed using the following formula :Akbar
(2011)
❑❑ ❑
❑
Information:
❑❑ Practical Validity
TSEp = Practicality total empirical score
S-Max = maximum expected score
Then the results of these calculations can be grouped into the
qualitative criteria presented in the following table. Adapted from Akbar
(2013)
89
ble 3.7 Percentage of Practicality
Criteria Category
81%-100% Very Practical
61%-80% Practical
41%-60% Pretty Practical
21%-40% Less Practical
0%-20% Impractical
Ta
90
technology in the field of education, teachers can use technology as an
educational medium to help the learning process take place in schools.
With the existence of learning media in schools, the teaching and learning
process in class between teachers and students can take place more
effectively and efficiently, because with the help of learning media in the
teaching and learning process, students can better understand and
understand why the material taught by the teacher in class, because with
the media learning, learning that takes place is more interesting and more
fun, so it takes the role of learning media to help the learning process
even better.
Therefore, it is necessary to develop a learning media that can
improve the learning process in class even better because at this time
most students feel that learning that takes place in class is very boring so
that it makes students' interest in learning decreases, moreover. For this
reason, interesting learning media are needed which make students more
enthusiastic about participating in learning, so that every material that is
given by the teacher to students, students can understand the material
well.
So the learning media that will be developed to improve the
learning process in class is mathematics learning media based on
Geogebra Classic 6 Software. So this Geogebra classic 6 application
functions to calculate the volume and area of each learning material in a
more interesting and fun way, as well as material what is being taught can
be understood by students, because in the learning process based on
Geogebra Classic 6 Software we can do in the learning process it will be
displayed as attractive as possible with supporting roles such as
animations, pictures of material to be conveyed, geogebra supports
classic 6 is a Powerpoint app as well and a bit of a soundtrack to each of
those learning animations. So from the advantages of interactive learning
media it is suitable for use in learning mathematics, especially in the
material of flat sided shapes in class VIII SMP Sehingga dengan
terciptanya media pebmelajaran matematika berbasis
With
the use of
91
Geogebra Classic 6 software can ultimately improve
mathematical communication which supports the quality of mathematics
learning at the SMP/MTs level.
The development of interactive learning media is very influential
in Mathematics based on Software Classic 6 which is carried out using
the Borg and Gall development research model. So the Borg and Gall
research model is one of the most popular educational research and
development models. So if you want to develop an educational product
you can do it using this model. So the material that will be used in the
development of this learning media is the material for building flat sides,
the material for which is Limas and Blocks. So math learning media
products based on Geogebra Classic 6 Software will be developed using
the Borg and Gall development model, so that the animations that have
been made become interactive learning media that are good and good to
be followed by students and can be used in the learning process. learning.
Below is a conceptual scheme of interactive learning media based on
Geogebra Classic 6 Software.
Problem analysis:
The low understanding and reasoning of students towards the Material of Flat
Sided Spaces (Limas and Beams)
1. The learning process that takes place is less interesting so that it makes
students feel bored
2. There is no learning media that supports the mathematics learning process.
3. The methods and models used are centered on the teacher
B. Curriculum Analysis
The curriculum that is run at UPT SMPN 1 Medan is an independent
learning curriculum. The material developed in this study is the material
for flat sides, namely pyramids and beams. There are basic competencies
and indicators of achieving competence in flat sided space construction
materials, which can be seen in the following table.
The learning objectives set in the learning media that have been developed in
the flat sided space build material are:
1. Students are able to explain the meaning of flat side shapes (Limas and
Beams)
2. Students are able to find the formula for the volume, surface area of a flat
side shape (Limas and Blocks)
3. Students are able to solve the problem of applying flat side shapes.
E. Condition Analysis
The learning conditions at UPT SMP Negeri 1 Medan, specifically
learning mathematics, are not optimal due to several factors. The
learning process that occurs at UPT SMP Negeri 1 Medan is carried out
face to face and online, therefore it is necessary to have a variation in the
teaching and learning process so that learning conditions can run
optimally, with the use of learning media, conditions like this can be
implemented. overcome, therefore the need for innovation and creativity
in producing learning media that can help students understand the
learning process both face-to-face and online, the researchers came up
with an idea, namely the development of mathematics learning media
based on Geogebra Classic 6 Software assisted by Microsoft Powerpoint
to increase the effectiveness of class VIII flat sided space construction
materials
2) Preparation of Instruments
The preparation of the instrument aims to collect data at the time of
research. The compiled instrument must be validated in advance by experts
or validators, if the experts or validators state that the instrument is feasible
to try out, the researcher can test the instrument for expansiveness. The
instrument that will be validated in this study is:
a) Media validation sheet
b) Material validation sheet
c) RPP validation sheet
d) Test validation sheets, namely freetest and posttest.
Table 4. Display of Interactive Learning Media Design
Opening View
98
Explaining Instructions
Learning Media
Interactive
Explaining Instructions
Learning Media
Interactive
Explain
Profile Menu
Learning Media
Interactive
99
Explain
Definition
Build side rooms
flat
Explain nets
- net build space
Flat side
100
Explain concept
Build a flat side room
Explain Formulation
Build a Flat Side Room
The first step, before editing interactive media, the researcher has prepared
the pictures that will be arranged in Microsoft PowerPoint and tries to enter
sentences, namely menu bars and supporting indicators in interactive
learning media, this media is made using a black background and animated
people who fly around in outer space, as shown in the image below
The second step, then the researcher prepares pictures and school logos for
interesting research sites to become the background for the interactive
learning media that will be made after that, the background that will be
prepared is then placed on powerpoint and typed in the menu bar along with
interactive learning indicators. then we can put shapes, namely oval-shaped
lights in the menu bar. Then the researcher arranged the menu bars one by
one on the working layer in Microsoft powerpoint as shown in the image
below
102
The third step, after the menu bar has been adjusted to the wishes of the
researcher and the material in PowerPoint has been arranged according to
competence, profile, instructions and material. So then the PowerPoint
worksheet is created slide by slide worksheet. Before starting a new slide,
the researcher made a sub-section name as a sign that the slide was even
more interesting. Then we make several new slides in duplicate so that it
makes it easier for us to place pictures and animations more regularly in
such a good way.
The fourth step, after the results of editing the arrangement of the menu bar
in power point and then designing the animation on the corners and ribs to
build the flat side space, by tidying up the small sides into pyramids and
beams that have been designed by researchers.
F. Product Revision
1. Media Expert validation results
103
At the development stage, learning media validation is carried out.
Learning media that have been designed using Microsoft Powerpoint and
used using the Geogebra Classic 6 Software Application will then be
assessed and input from the validators, so that researchers can improve
interactive learning media that has been designed in such a way as to be
unique and attractive to students who made according to input from the
validators. The validators for learning media consisted of 3 expert
lecturers from Unimed Mathematics Education. According to the aspects
that are seen from the media assessment are aspects of media quality,
media layout, and use of language. The results of expert validation of
learning media can be seen from the following table.
No Indicator PD PD PD PD Rerata
1 2 3 4
1 Easy to operate to find 3 4 3 4 3,6
the features needed
2 Logical and reasonable view 4 4 4 4 4
3 The appearance is consistent 3 4 4 4 3,9
on all pages
4 Always ask students 4 4 4 4 4
to be active in
learning activities
5 The program provides another 4 4 3 2 3,4
source in the form of easy-to-
understand material
6 The directions are clear and 4 4 3 3 3,6
complete to help the rest
perform or do the tasks
provided
7 Students can repeat 4 4 4 4 4
instructions
in a limited way
8 The program provides 4 4 4 4 4
activities used in a classroom
instruction, individual or group
learning experience
Figure 4.7 Geogebra Classic 6 page for material for beam nets
No Validator Suggestion
1 V1 It's good, the material presented is clear and accompanied
by examples of questions
Based on the assessment that has been given by experts on the material for interactive
learning media through questionnaires, it shows that the average is 92.45%, which
shows that the material contained in interactive learning media is said to be very
feasible, even though it has been said to be very feasible there are still improvements
suggested by experts to maximize the use of material in learning media that has been
developed.
1 2 3 4 5
Appearance
1 The pictures presented are 1 2 19 4,24
interesting
2 Animation on the image according 1 2 19 4,24
to the background
3 The media presented is attractive 1 2 19 4,24
visually / pictures
4 The sound clarity of the interactive 2 6 14 4,00
learning media is good
5 The selection of fonts in interactive 1 2 19 4,24
learning media is appropriate
6 The selection of effects is in 1 10 11 3,96
accordance with interactive learning
media
112
7 The choice of font size in interactive 2 7 13 3,96
learning media is appropriate
Pengoperasian
1 Media pembelajaran interaktif yang 2 5 15 4,04
akan di ulangin mudah di pilih
2 Media pembelajaran interaktif bisa 1 10 11 3,96
di ulang-ulangi dengan mudah
sesuai dengan keinginan
Kemanfaatan
1 Dengan adanya media pembelajaran 2 7 13 3,96
interaktif berbasis Geogebra Classic
6 dapat meningkatkan rasa ingin tau
siswa saat melaksanakan
pembelajaran.
2 Dengan adanya media pembelajaran 2 5 15 4,04
interaktif, pembelajaran lebih
menarik
3 Dengan adanya media pembelajaran 2 7 13 3,96
interaktif, siswa termotivasi dalam
melakukan pembelajaran
4 Dengan adanya media pembelajaran 3 15 4 3,96
interaktif siswa dapat melakukan
pembelajaran baik secara mandiri
maupun berkelompok
5 Dengan adanya media pembelajaran 2 6 14 4,05
interaktif, adanya kejelasan tujuan
dalam melakukan pembelajaran
6 Meningkatkan titik focus siswa 3 12 8 3,98
Rata-rata total tiap item 60,8
Skor Maksimum 75
Skor Kepraktisan 81,06
Keterangan:
Vp = Validitas Kepraktian
TSEp = total skor empiric kepraktisan
113
S-max = skor maksimal yang diharapkan
❑
Jadi Vp = ❑
❑
Vp = ❑
Vp = 81,06%
Based on the student response questionnaire which was filled in after carrying out
learning using learning media, then from the data above the practicality score based on
the questionnaire from students was 81.06% so that the learning media was categorized
as very practical.
Tabel 4.15 Hasil Analisis Kepraktisan Media Pembelajaran oleh Angket Respon
guru
Keterangan:
Vp = Validitas Kepraktian
TSEp = total skor empirik kepraktisan
S-max = skor maksimal yang diharapkan
❑
Jadi Vp = ❑
❑
Vp = ❑
Vp = 92%
Maka rumusnya adalah
❑
Vp = ❑
Keterangan:
Vp = Validitas Kepraktian
TSEp = total skor empirik kepraktisan
S-max = skor maksimal yang diharapkan
❑
Jadi Vp = ❑
❑
Vp = ❑
Vp = 92%
100 = Konstanta
Jadi
❑
❑
116
❑
❑
P = 22,72%
4.2. Discussion
Based on the development procedure carried out in this study, the ADDIE
development model was used in which the first stage was the Analysis stage, the
second stage was the Design stage, the third stage was the Development stage, the
fourth stage was the implementation stage. Implementation), the fifth stage is the
Evaluation stage, which is the result of the development of this research is learning
media in the form of Geogebra Classic 6 Software which is made using the Microsoft
Power Point application on flat sided geometric material.
Based on research conducted by media experts through a questionnaire, it shows
that the percentage of eligibility is 85.14%, in the sense that the eligibility assessed by
media experts is included in the very feasible category, but even though it is already in
the very feasible category, there are still suggestions and input from media experts to
maximize learning media to be even better. The material in the learning media in this
study was also validated through a questionnaire. The average assessment made by
117
material experts on the material in learning media is 92.09% with a very decent
category, even though the material in the learning media has been said to be very
feasible, but there are still suggestions and input on the material in the learning media
so that the material in the learning media even better interactive.
Through a questionnaire, several test instruments were validated by experts, the
test instruments consisting of the Freetest and Posttest, which totaled 4 description
questions for the Freetest and 4 description questions as well as for the posttest which
were validated first by experts so that the test validated by 3 experts was feasible to be
tried out to student. The RPP for this study was also validated, the validators for
assessing the RPP were 3 experts, consisting of 3 Unimed Mathematics Education
lecturers, and 2 Mathematics Education teachers at UPT SMP Negeri 1 Medan. After
analyzing the data on the results of the assessment carried out by experts, the average
feasibility is 89%. Based on percentages in the range of 82% ≤x≤100%, the RPP is in
the very feasible category but still takes into account the suggestions and input given by
experts..
Furthermore, the implementation was carried out at UPT SMP Negeri 1 Medan
by implementing learning media and test instruments that had been validated
beforehand, therefore the researchers processed the responses of teachers and students
through questionnaires given to teachers and students who took part in learning using
learning media. In the student response questionnaire, the responses given had an
average of 60.8 out of a maximum score of 75, so based on the student response
questionnaire the practicality percentage of 82% was included in the very practical
category and for the teacher's response questionnaire with an average total of 93 out of
the maximum score 100 so that the meaning of practicality according to the teacher's
response is 92% and is included in the very practical category.
At the implementation stage the researcher also gave tests in the form of Freetest
and posttest to see the effectiveness of interactive learning media. At the time of giving
the freetest to students before carrying out the learning process using learning media,
out of 22 students, there were 5 students who passed, the results obtained on average
were in the incomplete category in completing 4 Freetest description questions which
had fulfilled the general objectives on the material build flat side chamber. The average
value obtained by students after learning using interactive learning media provided by
researchers, out of 22 students there were 20 students who had completed the posttest,
although there were 6 students who had not completed the posttest. Based on the
completeness of learning through learning objectives which are represented through
tests, the results of the analysis of mastery for the first learning objectives in the first
question.
118
The drawbacks that occur during research at school are that the size of the classrooms
at school is not too large, while the learning program from the school is that interactive
learning based on Geogebra Classic 6 is carried out offline and online by making a
learning schedule alternately or alternately such as learning Wednesdays. offline, online
learning is carried out on Tuesday, so as a result the class room is not too large. for next
Tuesday, students who take part in offline learning are students with absent numbers 12
to 22, and so on so that offline learning is also carried out alternately with their friends.
Furthermore, the teacher's lack of understanding to make Geogebra Classic 6 Software
so that most teachers provide interactive learning media so that most teachers do
learning through passive media, namely printed books. Furthermore, there are still
many students who don't have laptops to download the Geogebra Classic 6 Software
application, only 10 people bring laptops and download the applications that are told by
researchers, so students who don't have laptops for assignments given by the teacher
must be handed over to the teacher by coming to school on the day and time determined
by the teacher concerned, while for students who have laptops the assignments given to
the teacher are given online via GoogleForm and whatsapp by sending assignments.
When the researcher gave an assignment link in the form of a Googleform link to
students, many students who did not have laptops complained that they could not see
videos on the researcher's YouTube, so students who did not have laptops could also
learn through videos shared by researchers on the researcher's YouTube.
119
CAHPTER V
CONCLUSIONS AND SUGGESTIONS
5.1 Conclusion
Based on the results of previous research and discussion, the conclusions of this study
are as follows.
1. This interactive learning media using Geogebra Classic 6 Software on the building
material of the flat side space of Limas and Beams has a validity percentage of
89% with the Valid category, so that the learning media developed can be katakana
valid.
2. Interactive learning media using Geogebra Classic 6 Software on the building
material of the Limas and Blok flat-sided spaces has a percentage of practicality
from the results of the teacher response questionnaire and the category is very
practical, so that the learning media developed can be said to be practical.
5.2 Suggestion
This research was carried out only on validity tests and practicality tests, so that
learning media using the Geogebra Classic 6 software has not been tested effectively if
used in mathematics learning in schools. Learning media using geogebra classic 6
software is only developed on the building material of the flat side space of Limas and
Beams, so it is hoped that it can also be developed on mathematics learning materials
limas and Blocks and bia used also in other mathematics learning studies for further
research.
120
118
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Emzir. 2013. Metodologi Penelitian Pendidikan Kuantitatif & Kualitatif Cet VII
(Jakarta: Raja Grafindo Persada).
Ennis, R.H.1985. Practical Strategies For The Direct Teaching Of Thinking Skill.
In A.L Costa (ed) Developping Mind: A Resorce Book For
Teachingthingking. Alexandria.ASCD.
Hohenwarter, M., et al. 2008. Teaching and Learning Calculus with free Dynamic
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