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PENGEMBANGAN KOMIK BERBASIS ETNOMATEMATIKA BUDAYA JEMBER PADA MATERI BANGUN DATAR UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN MOTIVASI BELAJAR SISWA KELAS IV SD/MI
This research aims to 1) Develop media comics based on Jember cultural ethnomathematics that are feasible and can improve problem solving skills and student learning motivation; 2) Knowing students' problem solving ability in learning mathematics using comic media based on Jember cultural ethnomathematics; 3) Knowing students' learning motivation in learning mathematics using comic media based on Jember cultural ethnomathematics .This study uses the development research method with the ADDIE model which consists of five stages, namely; Analysis, Design, Development, Implementation, and Evaluation. This research data collection uses questionnaires, validation sheets, observation, documentation and interviews. The data were analyzed using qualitative descriptive and quantitative techniques. Qualitative descriptive analysis technique was used to analyze data from observations and interviews. While quantitative data analysis is used to analyze data on pretest and posttest scores of problem solving skills and on learning motivation questionnaires using paired sample t-test. While to see its effectiveness using the N-Gain Score test. The results showed; (1) The development of comic media followed the five stages of ADDIE: Analysis (student needs, material, culture Jember), Design (script and storyboard), Development (making comics with Pixton), Implementation (trials in grade IV SD / MI), and Evaluation. Ethnomathematicsbased comic media is declared suitable for use in learning, based on the results of validation by material experts (92.85%), media experts (82.22%), linguists (93.33%), and practitioners / teachers (84.28%). (2) Wilcoxon test shows the value of Asymp. Sig. (2-tailed) value of 0.000 which indicates that there is a significant difference between the pretest and posttest results of problem solving ability. The N-Gain Score value of 57.44% is included in the quite effective category, indicating that comic media can improve students' problem solving skills. (3) The paired sample t-test on learning motivation shows a significance value of 0.000 (<0.05) which means there is a significant increase. However, the N-Gain Score value of 25.30% shows that this comic media is less effective in increasing students' learning motivation.
FAKULTAS ILMU TARBIYAH DAN KEGURUAN, UIN SUNAN KALIJAGA YOGYAKARTA
PENGEMBANGAN KOMIK BERBASIS ETNOMATEMATIKA BUDAYA JEMBER PADA MATERI BANGUN DATAR UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN MOTIVASI BELAJAR SISWA KELAS IV SD/MI (Text)
PENGEMBANGAN KOMIK BERBASIS ETNOMATEMATIKA BUDAYA JEMBER PADA MATERI BANGUN DATAR UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN MOTIVASI BELAJAR SISWA KELAS IV SD/MI (Other)
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