PENGEMBANGAN APLIKASI MOBILE LEARNING GEOMETRI UNTUK MENINGKATKAN KREATIVITAS MATEMATIS

Ana Muliyana(1*), Sri Andayani(2), Adi Wibowo P(3),

(1) Universitas Negeri Yogyakarta
(2) Universitas Negeri Yogyakarta
(3) Universitas Bina Nusantara
(*) Corresponding Author


Abstract


Kurangnya pemanfaatan mobile learning disekolah serta rendahnya kreativitas matematis siswa khususnya materi geometri sehingga perlu dikembangkan aplikasi pembelajaran yang dapat meningkatkan kreativitas matematis siswa. Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa aplikasi mobile learning geometri untuk meningkatkan kreativitas matematis. Produk ini memuat materi bangun ruang untuk kelas VII SMP. Produk dikembangkan mengikuti model ADDIE: Analyze, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa: (1) Aplikasi mobile learning geometri yang dikembangkan dikemas dengan menggunakan sintaks Creative problem solving dilengkapi dengan fitur liveworksheets, geogebra, video pembelajaran, quiziz dan google form yang memfasilitasi peningkatan kreativitas matematis. (2) Produk yang dikembangkan dinyatakan valid berdasarkan hasil validasi aplikasi mobile learning geometri yang diperoleh dari dua ahli media dan materi dimana rata-rata indeks Aiken mencapai 0,94 dari skor maksimal 1 dan berada pada kategori “Tinggi”. Produk dinilai praktis didasarkan pada persentase penilaian oleh guru yang mencapai 96,55%, penilaian oleh siswa mencapai 71,28%, serta rata-rata persentase keterlaksanaan pembelajaran mencapai 85.83%. Produk juga dinilai efektif berdasarkan kenaikan yang signifikan pada variabel kreativitas matematis dimana uji proporsi menujukkan skor test kreativitas mencapai kriteria minimal baik lebih dari 69,9%. Dengan ini, maka produk yang dikembangkan berupa aplikasi mobile learning geometri memenuhi kriteria valid, praktis dan efektif.

The limited use of mobile learning in schools and low mathematical creativity among students, especially in geometry, necessitates the development of a learning application to enhance mathematical creativity. This development research aims to create a mobile learning application for geometry to boost students' mathematical creativity. The application covers spatial geometry material for 7th-grade junior high students and was developed using the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. Results show that: (1) The application, designed with the Creative Problem Solving (CPS) framework, includes features like live worksheets, GeoGebra, instructional videos, Quizizz, and Google Forms to support creativity. (2) The product is validated with an average Aiken index of 0.94, indicating high validity. It is deemed practical with teacher evaluations at 96.55%, student evaluations at 71.28%, and an average lesson implementation percentage of 85.83%. Effectiveness is confirmed by a significant increase in mathematical creativity, with test scores exceeding the 69.9% minimum criterion. Thus, the mobile learning application meets the criteria for validity, practicality, and effectiveness.


Keywords


Geometri; kreativitas matematis; mobile learning geometri; model ADDIE; penelitian pengembangan

References


Akker, J. van den, Branch, R. M., Gustafson, K., Nieveen, N., & Plomp, J. (1999). Design Approaches and Tools in Education and Training. Stochastic Environmental Research and Risk Assessment. London: Springe.

Al-Khaldi, A., & Al-Harbi. (2023). Assessing the effectiveness and validity of mobile learning tools in secondary education: A case study of geometry applications. Educational Technology Research and Development, 71(2), 277–295.

Arivina, A. M., & Retnawati, H. (2020). Analisis Kesulitan Siswa dalam Memahami Materi Geometri di SMA Negeri 1 Sleman. Jurnal Penelitian Dan Pengembangan Pendidikan, 4(2), 87–100.

Ginting, N. A., Sari, N. P., & Kurniawan, D. (2019). The impact of Creative Problem Solving (CPS) model on students’ creative thinking abilities in learning quadrilateral. Journal of Mathematics Education, 12(1), 89–100. https://doi.org/https://doi.org/10.11591/jme.v12i1.2140

Han, I., & Shin, W. S. (2016). The use of a mobile learning management system and academic achievement of online students. Computers and Education, 102, 79–89.

Handayani, S., Apriansyah, R., & Nurhadi. (2018). Analisis Kemampuan Berpikir Kreatif Matematis Siswa SMP Dalam Menyelesaikan Soal Adopsi ‘PISA.’ Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah Di Bidang Pendidikan Matematika, 4(2), 143. https://doi.org/10.29407/jmen.v4i2.12109

Hayatun, S., & Kurniawan, T. (2018). Factors Influencing Low Mathematical Creativity Among Secondary School Students. Indonesian Journal of Mathematics Education, 6(1), 73–85.

Huang, R. H., & Hew, K. F. (2018). Implementing mobile learning in educational settings: A comprehensive review. Educational Technology Research and Development, 66(3), 621–645. https://doi.org/https://doi.org/10.1007/s11423-018-9593-1

Hwang, G. J., & Wu, P. H. (2022). The effects of mobile learning on students’ learning performance: A meta-analysis. Journal of Educational Computing Research, 60(3), 455–475. https://doi.org/https://doi.org/10.1177/07356331221101773

Isaksen, S. G., & Treffinger, D. J. (2017). The Creative Problem Solving (CPS) model: A comprehensive approach to fostering creativity and innovation. Journal of Creative Behavior, 51(1), 1–15. https://doi.org/https://doi.org/10.1002/jocb.206

Khikmiyah, F., & Aisyiyah Rakhma D, P. (2019). MATHEMATICS LITERACY MOBILE LEARNING APPLICATION: Pengembangan Bahan Ajar Literasi Matematika Berbasis Android. DIDAKTIKA : Jurnal Pemikiran Pendidikan, 25(2), 128. https://doi.org/10.30587/didaktika.v25i2.881

Leen, A., Noraini, I., & Mohamad, S. (2014). The Role of Creativity in Mathematics Learning: Views of Malaysian Pre-service Teachers. Journal of Mathematics Education, 7(1), 45–56.

Lestari, I. D., & Mahmudi, A. (2022). Efektivitas Creative Problem Solving Berbantuan Video dan Geogebra Ditinjau Dari Kemampuan Berpikir Kreatif dan Minat Belajar. Jurnal Pedagogi Matematika, 8(2), 83–100. https://doi.org/https://doi.org/10.21831/jpm.v8i2.18690

Malisa, S., Utami, S., & Ardiansyah, M. (2018). Advantages of the Creative Problem Solving (CPS) model in enhancing student engagement and curiosity in mathematics. International Journal of Educational Researc, 92, 12–25. https://doi.org/https://doi.org/10.1016/j.ijer.2018.07.005

Mulyati, T., & Evendi, E. (2020). The impact of Quizizz on student engagement and creativity in the classroom. In Purba, R. (Ed.), Innovations in Educational Technology, 45–60.

Nurwijaya, S., Pattimura, U., Quizizz, A., Proses, P., Mengajar, B., Terhadap, M., & Pendahuluan, A. (2021). Efektivitas Aplikasi Quizizz Pada Pembelajaran Matematika Terhadap Creative Thinking Skills Peserta Didik Kelas VIII SMP. Pedagogy: Jurnal Pendidikan Matematika, 7, 88–89. https://doi.org/https://doi.org/10.30605/pedagogy.v7i2.2121

OECD. (2019). PISA 2021 creative thinking framework. Oecd, 53(9), 1689–1699.

Partayasa, I. M., Sudiana, I. K., & Yasa, I. K. (2020). The effectiveness of video-based learning on students’ academic achievement: A study in Indonesian high schools. Journal of Educational Technology & Society, 23(3), 55–68. https://doi.org/https://www.jstor.org/stable/48634532

Ramdani, M., & Apriansyah, D. (2018). Analysis of Understanding and Creative Thinking Skills of MTs Students in Geometry. Jurnal Cendekia : Jurnal Pendidikan Matematika, 2(2), 1–7. https://doi.org/https://doi.org/10.31004/cendekia.v2i2.46

Retnawati, H. (2016). Analisis Kuantitatif Instrumen Penelitian. Yogyakarta: Parama Publishing.

Safitri, R., Mulyani, D., & Sutini, S. (2021). Analisis Kreativitas Matematis Siswa dalam Pembelajaran Matematika di Era Digital. Jurnal Penelitian Dan Pengembangan Pendidikan Matematika, 5(1), 56–70.

Setiyani, S. (2016). (2016). The effect of GeoGebra on students’ mathematical creativity. International Journal of Education in Mathematics, Science and Technology, 4(2), 90–105. https://doi.org/https://doi.org/10.18404/ijemst.89312

Syahrir, R., Arif, M., & Sugiyanto, D. (2014). Kesulitan Siswa SMA dalam Mempelajari Geometri. Jurnal Pendidikan Matematika, 7(1), 33–45.

Wahid, A. H., Najiburrahman, Rahman, K., Faiz, Qodriyah, K., Hambali, El Iq Bali, M. M., Baharun, H., & Muali, C. (2020). Effectiveness of Android-Based Mathematics Learning Media Application on Student Learning Achievement. Journal of Physics: Conference Series, 1594(1). https://doi.org/10.1088/1742-6596/1594/1/012047

Winarto, A. C. W. E. (2018). Pengembangan Mobile Learning Matematika Sebagai Suplemen Belajar SMA Kelas XI Pada Materi Irisan Kerucut. Jurnal Pendidikan Indonesia, 2(1), 32–44.

Zahro, S., Sugiyanti, S., & Supandi, S. (2022). Analisis Kesulitan Siswa dalam Mempelajari Geometri. Jurnal Pendidikan Indonesia, 9(1), 25–36.




DOI: http://dx.doi.org/10.24127/ajpm.v13i4.8980

Refbacks

  • There are currently no refbacks.