Claim Missing Document
Check
Articles

Found 3 Documents
Search

IMPLEMENTASI PEMBELAJARAN MATEMATIKA BERBASIS PERMAINAN TRADISIONAL MARSITEKKA BERBANTUAN FLASH CARD UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIS SISWA MTS Nur Raudhatul Jannah; Risna Mira Bella Saragih; Israq Maharani
Al-Irsyad Journal of Mathematics Education Vol 5 No 1 (2026): AL–IRSYAD JOURNAL OF MATHEMATICS EDUCATION
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/ijme.v5i1.526

Abstract

Penelitian ini bertujuan untuk mengimplementasikan pembelajaran matematika berbasis permainan tradisional marsitekka berbantuan flash card dapat meningkatkan pemahaman konsep bangun datar pada siswa MTs dan Mengidentifikasi respon siswa terhadap pembelajaran tersebut. Penelitian ini menggunakan metode eksperimen dengan pendekatan kuantitatif. Desain dalam penelitian ini menggunakan one group pretest posttest design. Populasi dalam penelitian ini adalah 43 siswa dengan sampel penelitian 21 siswa kelas VIII B MTsS Perguruan Islam Cendekia Medan. Instrumen penelitian berupa tes pemahaman konsep matematis (pretest dan posttest) serta angket respon siswa. Hasil penelitian menunjukkan bahwa nilai rata-rata posttest 73,94 lebih tinggi dibandingkan pretest 44,96. Uji t dengan nilai t-hitung sebesar –18,226 dan nilai signifikansi 0,000 ≤ 0,05. Artinya, terdapat perbedaan yang signifikan antara skor pretest dan posttest pembelajaran berbasis permainan marsitekka berbantuan flash card. Selain itu, nilai rata-rata N-Gain sebesar 0,526 berada pada kategori sedang, artinya implementasi pembelajaran ini mampu meningkatkan pemahaman konsep siswa. Respon siswa terhadap pembelajaran juga sangat positif, dengan persentase rata-rata 84,77% yang termasuk kategori “sangat baik”. Dengan demikian, dapat disimpulkan bahwa implementasi pembelajaran matematika berbasis permainan tradisional Marsitekka berbantuan flash card dengan model TGT dapat meningkatkan pemahaman konsep matematis siswa MTs.
PENINGKATAN PEMAHAMAN GEOMETRI TRANSFORMASI DENGAN PEMBELAJARAN E-LEARNING BERBASIS MASALAH KEARIFAN LOKAL Khoiruddin Matondang; Ulfa Annisa Lubis; Risna Mira Bella Saragih; Melani Prasiska
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 14 No. 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.11107

Abstract

Students often have difficulty understanding the concept of transformation geometry because it is abstract and has little to do with the real context. One of the causes is less meaningful and non-contextual learning. Therefore, one of the efforts that can be made is based on local wisdom. On the other hand, e-learning as an educational innovation has been widely used, but its application has not been optimal, especially to explain visual and abstract concepts such as transformation geometry. Therefore, an e-learning approach is needed that integrates contextual problems based on local wisdom to improve student understanding. This study aims to discuss the effect of e-learning learning based on local wisdom problems on improving students' understanding of transformation geometry. The research was conducted at Al-Azhar High School Medan, the subject of class XII research was 146 students who were selected by random sampling to select samples. The type of research used was quasi-experimental with a pretest-postest control group design. Data collection used a transformation geometry understanding ability test, including indicators of translation, dilation, reflection and rotation. The significance value of the Independent Sample t Test 0.00 < 0.05 means that there is a significant difference in the increase (gain) of experimental students with the control class. Through these results, it can be concluded that e-learning based on local wisdom problems has an effect on improving students' understanding of transformation geometry. The results of the dilatation indicator gain were 0.51, translation 0.54, reflection 0.47, rotation 0.44 with each category moderate.
Pengaruh Media Gamifikasi Blooket Melalui Model Kooperatif Tipe Teams Games Tournament (TGT) terhadap Kemampuan Penalaran Matematis Siswa Nuranisa Nuranisa; Minta Ito Simamora; Risna Mira Bella Saragih
Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika Vol. 4 No. 5 (2026): Oktober: Jurnal Arjuna: Publikasi Ilmu Pendidikan, Bahasa dan Matematika
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/arjuna.v4i5.3186

Abstract

This study aimed to determine the effect of using Blooket gamification media through the Teams Games Tournament (TGT) cooperative learning model on the mathematical reasoning abilities of eighth-grade students at MTs Al-Washliyah Petumbukan in the 2025/2026 academic year. A quantitative approach with a quasi-experimental method and a Pretest-Posttest Control Group Design was employed. The population consisted of all eighth-grade students, totaling 65. The sample was purposively selected: Class VIII-A with 35 students as the experimental class and Class VIII-B with 30 students as the control class. Research instruments included a mathematical reasoning ability test administered as pretest and posttest, and a student response questionnaire regarding Blooket media. Data analysis used normality, homogeneity, linearity, and simple linear regression tests. Results showed the average posttest score of the experimental class was higher than the control class. Prerequisite test results indicated the data were normally distributed, homogeneous, and met regression requirements. The regression test showed a significance value of 0.000 < 0.05 with an R Square of 0.636, indicating that Blooket gamification media through the TGT model had an effect of 63.6% on mathematical reasoning abilities. In addition, the student response questionnaire obtained 82%, categorized as very good. Therefore, it can be concluded that the use of Blooket gamification media through the Teams Games Tournament cooperative learning model had a significant effect on the mathematical reasoning abilities of eighth-grade students at MTs Al-Washliyah Petumbukan.