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The practicality of the quadratic function module by utilizing Autograph Software and Angry Birds game

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Published under licence by IOP Publishing Ltd
, , Citation C M Zubainur et al 2018 J. Phys.: Conf. Ser. 1088 012042 DOI 10.1088/1742-6596/1088/1/012042

1742-6596/1088/1/012042

Abstract

The utilization of various learning resources makes students easier to achieve the learning objectives. The information-based and information-driven media-based learning module is a learning source that can help students understand quadratic function. This paper describes the practicality of a learning module of quadratic function that utilizes Autograph software and Angry Birds game. The data were obtained from the pilot study on the learning materials of quadratic function through a cooperative learning model, numbered heads together (NHT) with Autograph software and Angry Birds game. The pilot study was conducted to measure the practicality of the module that has been developed with the Plomp development model. The participants involved 30 students of grade 10 of MAN Model Banda Aceh, Indonesia. The research instruments used were the practicality score sheet and the module observation sheet. The result shows that the learning module of quadratic function utilizing Autograph software and Angry Birds game has fulfilled the criteria of practicality. The three experts stated that the module could be used in the classroom.

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10.1088/1742-6596/1088/1/012042