首页> 外文OA文献 >PENGEMBANGAN MEDIA INTERAKTIF MENGGUNAKAN SOFTWARE AUTHORING TOOLS LECTORA PADA MATA KULIAH KAJIAN MATEMATIKA SMA 2 UNTUK MENINGKATKAN DISPOSISI MATEMATIKA
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PENGEMBANGAN MEDIA INTERAKTIF MENGGUNAKAN SOFTWARE AUTHORING TOOLS LECTORA PADA MATA KULIAH KAJIAN MATEMATIKA SMA 2 UNTUK MENINGKATKAN DISPOSISI MATEMATIKA

机译:互动媒体开发在数学研究课程中使用lepera创作工具软件高中2增加数学散列

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摘要

This research aims to develop interactive media studies at the high school mathematics course 2 in develop a mathematical disposition effectively and significantly. In this study in the discussion of any matter to be presented in an interactive mediume is confined to the concepts, applications, and problem solving (exercises), in future studies researchers aim to equip with a history of a theory, so that students can know the story behind a mathematical theory , as well as the deepening of the material. udThis research includes research development (development research). According to Van den Akker and Plomp (Sutrisno Hadi, 2001), that the development of research objectives are: 1) to obtain a prototype product and for the formulation of methodological suggestions, 2) for designing and evaluating a prototype of the product. In this study, researchers divided in several stages, including the stages of preparation, and execution phases of the data analysis stage. The data collection instrument used was a sheet of media validation, observation sheets, and questionnaires. The data collected in the form of data about the quality of the products developed, namely validity, practicality, and effectiveness. udThe results of the development of the Interactive Media in Studies High School Mathematics 2 with ADL cycle is (1) Media is developed by the validity criteria, 78.53% ideals according to experts, 78.50% ideals according to media expert. Effectiveness shown by average score of 71.07 with a percentage disposition ideality 76.88% (high). More than 50% of disposition of student math scores on very high category. Practicality is shown by the response to the students' interactive media in studies high school mathematics 2 with 75.49% positive response (good). The average score practicality of interactive media is 69,38. (2) Interactive Media in Studies High School Mathematics 2 with ADL cycle have developed mathematical dispositions students effectively and significant.
机译:本研究旨在在高中数学中有效显著发展的数学处置开发互动媒体研究课程2。在这项研究中的任何事项的讨论,在互动mediume呈现仅限于研究人员的目标与理论的历史装备的概念,应用程序和解决问题的能力(练习),在今后的研究,可以使学生知道该材料的数学理论背后的故事,以及深化。 udThis研究包括研究开发(开发研究)。据范登Akker和Plomp(Sutrisno哈迪,2001年),该研究的发展目标是:1)获得的原型产品和方法上的建议制定,2)设计和评估的原型产品。在这项研究中,研究人员在几个阶段划分,包括准备的阶段,数据分析阶段的执行阶段。所使用的数据收集工具是媒体验证,观察片材,和问卷的片材。在对产品的质量开发,即有效性,实用性,有效性和数据的形式收集的数据。互动媒体的研究高中数学2的开发与ADL周期 udThe结果是:(1)媒体由有效性标准开发的,据专家78.53%的理想,据媒体专家78.50%的理想。通过平均得分的71.07用百分比处置理想76.88%(高)示出有效性。比学生数学成绩的处置的50%以上的非常高的类别。实用性与75.49%的阳性反应(良好)的反应学生的互动媒体研究高中数学2所示。互动媒体的平均得分实用性69,38。 (2)互动媒体在学高中数学2 ADL周期已经有效和显著开发的数学倾向的学生。

著录项

  • 作者

    Laela Sagita;

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  • 年度 2016
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  • 原文格式 PDF
  • 正文语种 eng
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