Nurhasanah, Nurhasanah (2024) Peningkatan kemampuan representasi matematis dan motivasi belajar melalui pembelajaran Gamification berbantuan media Nearpod. Sarjana thesis, UIN Sunan Gunung Djati Bandung.
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Abstract
INDONESIA : Kemampuan representasi matematis dan motivasi belajar siswa yang masih perlu ditingkatkan merupakah hal yang melatarbelakangi penelitian ini. Dengan demikian, tujuan penelitian ini untuk membantu meningkatkan kemampuan representasi matematis dan motivasi belajar siswa menggunakan model pembelajaran Gamification berbantuan media Nearpod. Penelitian ini dilaksanakan di salah satu SMA Negeri di kota Bandung dengan metode kuasi eksperimen menggunakan desain penelitian the nonequivalent pretest-posttest control group design. Sampel yang digunakan dalam penelitian ini adalah dua kelas yaitu kelas XI-1 dan XI-2 yang masing-masing kelas berjumlah 30 siswa dan dipilih melalui teknik simple random sampling dari populasi kelas XI yang berjumlah 12 kelas. Hasil dari penelitian ini di antaranya: 1) Peningkatan kemampuan representasi matematis siswa yang menggunakan model pembelajaran Gamificatioan berbantuan media Nearpod lebih baik dibandingkan dengan siswa yang menggunakan model konvensional. 2) Pencapaian kemampuan representasi matematis siswa yang menggunakan model pembelajaran Gamificatioan berbantuan media Nearpod lebih baik dibandingkan dengan siswa yang menggunakan model konvensional. 3) Motivasi belajar siswa yang menggunakan model pembelajaran Gamificatioan berbantuan media Nearpod tidak lebih baik dibandingkan dengan siswa yang menggunakan model konvensional. Dengan demikian pembelajaran Gamification berbantuan media Nearpod menjadi salah satu solusi untuk meningkatkan kemampuan representasi matematis dan motivasi belajar siswa. ENGLISH : Mathematical representation abilities and students' learning motivation which still need to be improved are the reasons behind this research. Thus, the aim of this research is to help improve students' mathematical representation abilities and learning motivation using the Gamification learning model assisted by Nearpod media. This research was carried out at a public high school in the city of Bandung using a quasi-experimental method using the nonequivalent pretest-posttest control group design research design. The samples used in this research were two classes, namely classes XI-1 and XI-2, each class numbering 30 students and were selected using a simple random sampling technique from the population of class The results of this research include: 1) Improving the mathematical representation abilities of students who use the Gamificatioan learning model assisted by Nearpod media is better than students who use conventional models. 2) The achievement of mathematical representation abilities of students who use the Gamificatioan learning model assisted by Nearpod media is better than students who use conventional models. 3) The learning motivation of students who use the Gamificatioan learning model assisted by Nearpod media is no better than students who use the conventional model. Thus, Gamification learning assisted by Nearpod media is one solution to improve students' mathematical representation abilities and learning motivation.
Item Type: | Thesis (Sarjana) |
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Uncontrolled Keywords: | Gamification; Kemampuan Representasi Matematis; Nearpod |
Subjects: | Education, Research Algebra > Fields Theory Applied mathematics |
Divisions: | Fakultas Tarbiyah dan Keguruan > Program Studi Pendidikan Matematika |
Depositing User: | Nurhasanah Nurhasanah |
Date Deposited: | 12 Feb 2024 07:29 |
Last Modified: | 12 Feb 2024 08:13 |
URI: | https://digilib.uinsgd.ac.id/id/eprint/84883 |
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