Claim Missing Document
Check
Articles

Found 13 Documents
Search

Analisis Kesalahan Konsep Siswa SMK Dalam Menyelesaikan Soal Eksponen Ditinjau Dari Gaya Belajar Muhammad Ridho'i; Devi Rahayu Agustin
Jurnal Pendidik Indonesia (JPIn) Vol 5, No 2: Oktober 2022
Publisher : Yayasan Pendidikan Intan Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47165/jpin.v5i2.473

Abstract

Pemahaman konsep siswa dipengaruhi beberapa faktor, salah satunya adalah gaya belajar. Gaya belajar yang dimiliki siswa berbeda-beda. Hal tersebut menyebabkan pengaruh terhadap proses pekerjaan siswa dalam menyelesaikan suatu permasalahan. Dengan demikian sangat penting bagi guru untuk mengetahui jenis-jenis kesalahan dan faktor penyebab berdasarkan gaya belajar yang dimiliki siswa sehingga dapat memaksimalkan kegiatan pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan jenis-jenis kesalahan konsep yang dilakukan siswa pada soal eksponen beserta penyebabnya ditinjau dari gaya belajar.  Penelitian ini merupakan penelitian kualitatif dengan pendekatan kualitatif deskriptif dengan teknik pengumpulan data yaitu observasi, tes dan wawancara. Subjek pada penelitan ini adalah siswa kelas X disalah satu SMK di Lumajang dengan jumlah siswa 36. Analisis data pada penelitian mengguanakan eknik triangulasi metode yang dikembangkan oleh Milles dan Huberman. Berdasarkan hasil penelitian dapat disimpulkan bahwa jenis kesalahan konsep dari gaya subjek gaya belajar auditori adalah tidak mampu menyatakan ulang konsep dalam representasi matematika, yang mengakibatkan subjek mengalami kesulitan dan kesalahan dalam menggunakan algoritma penyelesaian masalah yag mengakibatkan hasil pekerjaan subjek salah. Jenis kesalahan konsep subjek yaitu subjek tidak mampu menyatakan ulang konsep soal dalam representasi matematika, subjek tidak mampu mengelompokan suku-suku yang sejenis. Dan jenis kesalahan konse dari subjek dengan gaya belajar kinestetik yaitu salah dalam menggunakan algoritma penyelesaian masalah, subjek tidak mampu mencari penyelesaian akhir dikarenakan tidak paham konsep pada materi sebelumnya.
Strengthening Disaster Awareness Through The Village Command Center System (Sycordes) And Empowering Village Tourism Actors In Selok Awar Awar Kec. Pasirian Kab. Lumajang Ridho'i, Mohammad; Fauzi, Moch; Likasari, Gati Ayu; Harwiki, Wiwiek; Augustinah, Fedianty; Hartati, Fadjar Kurnia
TRANSFORMASI : JURNAL PENGABDIAN PADA MASYARAKAT Vol 4, No 3 (2024): Desember
Publisher : UNIVERSITAS MUHAMMADIYAH MATARAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/transformasi.v4i3.27827

Abstract

Selok Awar-Awar Village is located in the southern part of Pasirian Sub-district, Lumajang Regency, East Java, and is directly adjacent to the Indian Ocean to the south. This location provides great potential for the development of beach tourism, especially Watu Pecak Beach which offers natural beauty and culinary tourism, but the lack of security and safety facilities for tourists and MSME actors is a big problem for this tourism, considering that this tourism has great potential for natural disasters such as tsunamis and floods. The purpose of this service is to increase disaster awareness capacity and also improve the security, safety and comfort of tourists and tourism actors through the Village Command Center System (SYCORDES). The methods used are socialization, education and training on disaster mitigation, proposed zoning of tourist attractions, application of hygiene, production and marketing of products. To measure the success rate of the activity implementation, pre-test and post-test were conducted. Socialization conducted with activity partners and target partners resulted in collaborative support by BPBD and BMKG Lumajang District for the implementation of the kosabangsa activities. The results of education and training show that more than 44% of target partners have understood and practiced disaster mitigation with sycordes technology, zoning views of tourist attractions, application of hygiene, production and marketing. The activities carried out by the kosabangsa service team have succeeded in increasing the level of knowledge and skills of activity partners in increasing disaster awareness capacity and also increasing the security, safety and comfort of tourists and tourism actors.
Analisis Kesalahan Siswa dengan Menerapkan Teori Watson Berdasarkan Gaya Belajar Ridho’i, Mohammad; Febrianti, Candrika Wulan
Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Vol 5 No 2 (2024): Jurnal Ilmu Pendidikan Muhammadiyah Kramat jati
Publisher : Pimpinan Cabang Muhammadiyah Kramat Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55943/jipmukjt.v5i2.360

Abstract

Penelitian ini bertujuan untuk menganalisis jenis kesalahan dan penyebab yang dialami siswa dalam menyelesaikan soal cerita program linear dengan menerapkan Teori Watson, disesuaikan dengan gaya belajar masing-masing siswa. Pendekatan yang digunakan adalah metode kualitatif dengan desain studi kasus. Subjek penelitian adalah siswa kelas XI AKL 2 di SMK PGRI 5 Jember. Hasil penelitian menunjukkan adanya perbedaan dalam kesalahan dan pemahaman berdasarkan gaya belajar. Subjek dengan gaya belajar visual mengalami perbedaan pemahaman pada aspek prosedur yang tidak tepat dan data yang hilang, serta perbedaan kesalahan dalam manipulasi tidak langsung dan konflik level respon. Subjek dengan gaya belajar auditorial menunjukkan perbedaan pemahaman dalam prosedur yang tidak tepat dan data yang hilang, serta kesalahan dalam manipulasi tidak langsung. Sementara itu, subjek dengan gaya belajar kinestetik cenderung mengalami kesalahan dalam aspek masalah hierarki keterampilan. Kesalahan dalam menyelesaikan soal cerita program linear umumnya disebabkan oleh kurangnya pemahaman terhadap materi serta konsep-konsep dalam program linear.
Eksplorasi Unsur Geometri dalam Arsitektur Masjid Agung KH Anas Mahfud sebagai Sumber Belajar Berbasis Etnomatematika Ridho’i, Mohammad
Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Vol 5 No 1 (2024): Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati
Publisher : Pimpinan Cabang Muhammadiyah Kramat Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55943/jipmukjt.v5i1.364

Abstract

The purpose of this study is to explore the elements of geometry in the architecture of Agung Anas Mahfud and analyze the application of mathematical concepts in geometry as an ethnomathematics-based learning resource. The research approach used is qualitative with ethnographic method, which allows in-depth analysis of the relationship between mosque architectural elements and geometry concepts. Data were collected through field observations and interviews with the Takmir of Anas Mahfud Great Mosque, and supported by the study of relevant literature. The results of this study show that the architecture of Anas Mahfud Great Mosque contains various elements of geometry that can be associated with the concept of mathematics. Various elements of the mosque building have clear geometric shapes, and the utilization of ethnomathematics elements as a geometry teaching model. The geometry elements found are 1). Dome and Roof, 2). Doors, 3). Window, 4). Pillar, 5). Tower, 6). Ventilation, 7. Satire. The geometry concepts found are flat planes and curved side spaces. By integrating ethnomathematics in geometry learning, it is expected that students can understand math concepts better through an approach that is relevant to their environment.
Pengembangan Media Puzzle Pecahan Terintegrasi HOTS dalam Pembelajaran Matematika untuk Siswa Sekolah Dasar Ridho’i, Mohammad; Fauzi, Moch.
Jurnal Evaluasi dan Kajian Strategis Pendidikan Dasar Vol. 2 No. 2 (2025): Jurnal Evaluasi dan Kajian Strategis Pendidikan Dasar
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jekas.v2i2.897

Abstract

Penelitian ini bertujuan mengembangkan dan mengevaluasi media puzzle pecahan yang terintegrasi dengan keterampilan berpikir tingkat tinggi (Higher Order Thinking Skills/HOTS) dalam pembelajaran matematika siswa kelas V SDN Pasirian 01. Latar belakang pengembangan ini adalah rendahnya pemahaman konsep pecahan dan belum optimalnya media pembelajaran yang mendukung pengembangan HOTS. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model 4D yang dibatasi hingga tahap Develop. Instrumen penelitian terdiri atas angket respons siswa dan tes hasil belajar berbasis HOTS yang telah divalidasi oleh ahli. Data dianalisis secara kuantitatif deskriptif menggunakan perhitungan skor persentase, analisis N-Gain, serta uji ketercapaian ketuntasan belajar. Hasil menunjukkan bahwa media tergolong sangat valid (86%), sangat praktis (93%), dan mendukung ketuntasan belajar sebesar 67%. Namun, rata-rata skor N-Gain hanya 0,30 yang termasuk kategori rendah, mengindikasikan efektivitas kognitif yang masih terbatas. Temuan ini menegaskan bahwa media memiliki kelayakan penggunaan di kelas dan mendorong partisipasi aktif siswa, namun belum optimal dalam meningkatkan kemampuan berpikir tingkat tinggi. Kebaruan dari penelitian ini terletak pada integrasi eksplisit indikator HOTS dalam desain manipulatif visual berupa puzzle pecahan. Studi lanjutan disarankan untuk menguji efektivitas media dalam konteks waktu pembelajaran yang lebih panjang, variasi kemampuan awal siswa, dan intervensi pendukung dari guru melalui strategi scaffolding.
Pelatihan dan Pendampingan Pembuatan Bahan Ajar Berbasis Etnomatematika dengan Augmented Reality Bagi Guru MTs di Kabupaten Lumajang Mohammad Ridho'i; Fahmi Abdul Halim; Nimas Dian Fitria; Yasinta Dwi Adinda; Aros Ta’ala
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): Februari: NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v6i1.7346

Abstract

This Community Partnership Program (PKM) aims to improve the competence of mathematics teachers at Madrasah Tsanawiyah (MTs) in Lumajang Regency in developing ethnomathematics-based teaching materials integrated with Augmented Reality (AR) technology. This program was initiated due to the minimal use of local culture in mathematics learning and the low ability of teachers to develop innovative teaching materials. The activity was carried out in four main stages: socialization, training, technology application, and mentoring and evaluation. The training included an introduction to the concept of ethnomathematics, the preparation of differentiated teaching materials, and the creation of AR-based learning media using Unity 3D, Blender, Geogebra, and Vuforia. The results of the activity showed an increase in teachers' understanding of the concept of ethnomathematics and their ability to integrate the local cultural values of Lumajang into mathematics learning. In addition, teachers successfully produced contextual AR-based interactive teaching materials in line with the spirit of the Merdeka Curriculum. This activity also strengthened collaboration between lecturers, students, and teachers of the MTs Wilker III Mathematics MGMP and became a model for continuous training in the development of innovative learning media based on local wisdom and digital technology.
PELATIHAN DAN PENDAMPINGAN DESAIN PEMBELAJARAN DIGITAL BERBASIS GOOGLE APPS SCRIPT DAN LUMI EDUCATION Moch. Fauzi; Mohammad Ridho’i; Gati Ayu Likasari; Ana Rokhmawati; Naily Rizqi Amaliyah
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 7 No. 2 (2026): Vol. 7 No. 2 (2026)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v7i2.57080

Abstract

Perkembangan teknologi digital yang pesat menuntut guru untuk memiliki kompetensi dalam merancang pembelajaran digital yang inovatif dan interaktif. Namun demikian, masih banyak pendidik yang menghadapi tantangan dalam mengembangkan media pembelajaran digital yang adaptif, interaktif, serta mudah terintegrasi dengan platform pembelajaran yang sudah ada. Oleh karena itu, kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru dalam merancang pembelajaran digital melalui pelatihan dan pendampingan dengan memanfaatkan Google Apps Script dan Lumi Education. Kegiatan dilaksanakan melalui beberapa tahapan, yaitu analisis kebutuhan, workshop pelatihan, praktik langsung, sesi pendampingan, serta evaluasi kegiatan. Dalam pelatihan tersebut, peserta diperkenalkan pada dasar-dasar desain pembelajaran digital, pemanfaatan Google Apps Script untuk mengotomatisasi dan mengintegrasikan berbagai sumber belajar dalam ekosistem Google, serta pengembangan konten pembelajaran interaktif menggunakan Lumi Education berbasis kerangka kerja H5P. Proses pendampingan memungkinkan peserta untuk secara langsung merancang dan mengembangkan media pembelajaran digital yang relevan dengan mata pelajaran yang mereka ampu. Hasil kegiatan menunjukkan bahwa peserta mengalami peningkatan pemahaman dan keterampilan dalam mengembangkan media pembelajaran digital yang interaktif. Selain itu, peserta memberikan respons yang positif terhadap pelaksanaan kegiatan pelatihan dan pendampingan ini karena dinilai praktis, mudah diakses, serta dapat diterapkan dalam praktik pembelajaran di kelas. Dengan demikian, kegiatan pengabdian kepada masyarakat ini berkontribusi dalam memperkuat kompetensi pedagogik digital guru serta mendukung implementasi pembelajaran terintegrasi teknologi di era digital.
The Influence of the Teams Games Tournament (TGT) Type Cooperative Learning Model on the Mathematical Understanding Ability and Mathematical Attitude of Students Siti Ningsih; Fahmi Halim; Mohammad Ridho’i; Dwi Kharisma; Dwi Melati
EDUJAVARE: International Journal of Educational Research Vol. 4 No. 02 (2026): EDUJAVARE: International Journal of Educational Research
Publisher : CV. Edujavare Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70610/edujavare.1705

Abstract

Mathematical comprehension skills and mathematical attitudes are two important aspects of mathematics learning; however, observations at MTs Wahid Hasyim Sukosari Kunir indicate that both aspects remain relatively low as a result of teaching that tends to be teacher-centered. The purpose of this study is to ascertain how students' mathematics attitudes and understanding abilities are affected by the Teams Games Tournament (TGT) cooperative learning approach. This study used a quantitative methodology with a quasi-experimental design more precisely, a Nonequivalent Pretest-Posttest Control Group Design. The study population consisted of 41 seventh-grade students, all of whom were included in the sample through saturation sampling, comprising 21 students in the experimental class and 20 students in the control class. Data were collected using a mathematical comprehension test and a mathematical attitude questionnaire that met validity and reliability criteria, and were then analyzed using descriptive statistics, normality tests, homogeneity tests, and an independent samples t-test. With a significance value (Sig. 2-tailed) of 0.000 < 0.05 for both variables, the study's findings show that the Teams Games Tournament (TGT) cooperative learning model significantly affects students' mathematical attitudes and comprehension. As a result, the Teams Games Tournament (TGT) cooperative learning model works well as an alternate teaching strategy for raising students' mathematical attitudes and comprehension.
Pengambilan Keputusan Instruksional Guru Matematika Dalam Merancang Pembelajaran Daring Materi Himpunan Ainnur Rohmania; Lukman Jakfar Shodiq; Mohammad Ridho’i
Jurnal Axioma : Jurnal Matematika dan Pembelajaran Vol. 11 No. 2 (2026): Juli
Publisher : Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/axi.v11i2.5913

Abstract

This study aims to analyze the instructional decision-making of two mathematics teachers (one male and one female) in designing online lessons on sets. This qualitative comparative case study was conducted at SMPN 1 Pasirian. Subjects were selected using purposive sampling based on their experience with online teaching, educational background, digital competence, and willingness to participate. Data were collected through semi-structured interviews, virtual classroom observations, and a review of teaching modules, validated through triangulation over a two- week period. Data analysis integrated Braun & Clarke’s Thematic Analysis and Schoenfeld’s Framework through five stages: transcription, coding, theme formation, framework mapping, and verification. The research results revealed differences in instructional decision-making strategies during the stages of generating ideas, clarifying ideas, and assessing the feasibility of ideas. These differences were influenced by variations in participants’ profiles such as teaching experience, age, digital competence, and class characteristics rather than gender alone. Gender was treated as an individual case characteristic, not a primary explanatory variable or basis for generalization. Keywords: Instructional Decision-Making, Online Learning, Set Theory
PELATIHAN DAN PENDAMPINGAN DESAIN PEMBELAJARAN DIGITAL BERBASIS GOOGLE APPS SCRIPT DAN LUMI EDUCATION Moch. Fauzi; Mohammad Ridho’i; Gati Ayu Likasari; Ana Rokhmawati; Naily Rizqi Amaliyah
Dharma: Jurnal Pengabdian Masyarakat Vol. 7 No. 1 (2026): Mei
Publisher : Universitas Pembangunan Nasional "Veteran" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of digital technology requires teachers to possess competencies in designing innovative and interactive digital learning. However, many educators still face challenges in developing digital learning media that are adaptive, interactive, and easily integrated with existing learning platforms. Therefore, this community service program aims to improve teachers’ competencies in designing digital learning through training and mentoring using Google Apps Script and Lumi Education. The activities were conducted through several stages, including needs analysis, training workshops, hands-on practice, mentoring sessions, and evaluation. During the training, participants were introduced to the fundamentals of digital learning design, the use of Google Apps Script to automate and integrate learning resources within the Google ecosystem, and the development of interactive learning content using Lumi Education based on the H5P framework. The mentoring process allowed participants to directly design and develop digital learning media relevant to their teaching subjects. The results of the program indicate that participants showed increased understanding and skills in developing interactive digital learning media. Teachers were able to create simple automated learning tools, interactive quizzes, and multimedia-based learning materials that support student engagement. In addition, participants demonstrated positive responses toward the implementation of the training and mentoring activities, as these tools were considered practical, accessible, and applicable in classroom practice. Thus, this community service activity contributes to strengthening teachers’ digital pedagogical competencies and supports the implementation of technology-integrated learning in the digital era.