Using E-Comics Based on Realistic Mathematics Education in Transformation Geometry

Lusi Rachmiazasi Masduki, Pukky Tetralian Bantining Ngastiti, Dian Ratu Ayu Uswatun Khasanah

Abstract


Abstract The very rapid development of technology in the era of Society 5.0, requires lecturers to package learning that is interesting for students, one of which is with media and learning approaches from abstract material to concrete material. The purpose of this research is to produce e-comic products with a realistic approach. mathematics education in geometry transformation courses that can be used in online tutorials for 4th semester mathematics education study program students at Universitas Terbuka. This research method uses the Dick and Carey development design by including eight steps. Based on the results of student questionnaire responses using e-comic media with a realistic mathematics education approach, namely based on the results of student assessment responses, an average value of 86 percent was obtained, which means that e-comic media is classified as good as a learning medium. Meanwhile, based on the test of the effectiveness of the use of media on students, it is obtained tcount 3.285 more than ttable 2.002 from the two results from the t-test through comparison it can be concluded that is rejected and is accepted, which means that it means that there is a difference in the average learning outcomes between tutor class scores and the class media score. This means that the e-comic media learning outcomes with the RME approach to this transformation geometry material is effectively used for students of mathematics education program at the Universitas Terbuka.    

 

Keywords development research, e-comics, realistic mathematics education.

 

Abstrak: Perkembangan teknologi yang sangat pesat di era Society 5.0, menuntut dosen mengemas pembelajaran yang menarik bagi mahasiswa, salah satunya dengan media dan pendekatan pembelajaran dari materi abstrak ke materi konkret. Tujuan dari penelitian ini adalah untuk menghasilkan produk e-comic dengan pendekatan yang realistis. pendidikan matematika pada mata kuliah transformasi geometri yang dapat digunakan dalam tutorial online bagi mahasiswa program studi pendidikan matematika semester 4 di universitas terbuka. Metode penelitian ini menggunakan desain pengembangan Dick and Carey dengan memasukkan delapan langkah. Berdasarkan hasil respon angket mahasiswa penggunaan media e-comic dengan pendekatan realistic mathematics education yaitu berdasarkan hasil respon penilaian mahasiswa diperoleh nilai rata-rata sebesar 86 persen yang artinya media e-comic tergolong baik sebagai media pembelajaran. Sedangkan berdasarkan uji keefektifan penggunaan media pada siswa diperoleh thitung 3,285 lebih dari ttabel 2,002 dari kedua hasil uji t melalui perbandingan dapat disimpulkan bahwa ditolak dan diterima, dimana artinya ada perbedaan rata-rata hasil belajar antara nilai kelas tutor dengan nilai kelas media. Artinya media hasil belajar e-comic dengan pendekatan RME pada materi geometri transformasi ini efektif digunakan untuk mahasiswa program pendidikan matematika di Universitas Terbuka.  

 

Kata kunci penelitian pengembangan, e-comics, pendidikan matematika realistic.


DOI http://dx.doi.org/10.23960/jpmipa/v23i4.pp1769-1778


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