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PENGEMBANGAN ENSIKLOPEDIA BERBASIS POTENSI LOKAL DAERAH PERBATASAN DI KALIMANTAN UTARA PADA MATERI SUMBER DAYA ALAM Fadhlan Muchlas Abrori; Alfian Mucti; Listiani Listiani
Jurnal Pendidikan Dasar Borneo (Judikdas Borneo) Vol 1, No 2 (2019): Jurnal Pendidikan Dasar Borneo (Judikdas Borneo)
Publisher : Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/judikdas borneo.v1i2.1261

Abstract

Abstract: Leaning in the classroom now need effective and efficient process. Effective and efficient learning process need joyfull learningmedias. The media that have that charaterictics is encyclopedia.Developing an encyclopedia need to insert region’s local potiencies, soit can have uniqueness characteristics. The goals of this reseach anddevelopment are to understand the quality of encyclopedia based onlocal potencies in border region in North Kalimantan at naturalresources content. Its quality are reviewed from experts suitabilityaspect and field test. Reseach approach used research and development.Developing model that was used in this research and development wasmodification of 4D model. Based on the research, assessment resultfrom material expert obtained 87,8% (valid). Assessment result frommedia expert obtained 94% (valid). Asessment result form linguisticexpert obtained 92% (valid). Based on teacher and students assessment,the encyclopedia from teacher was obtained 87.4 and its percentageform students was 83.5%.
EFEKTIFITAS PELAKSANAAN PEMBELAJARAN DARING DI KELAS XII SMA HANG TUAH TARAKAN Alfian Mucti; Dina Mangape
Edukasia : Jurnal Pendidikan Vol 8, No 1: (April 2021)
Publisher : FKIP-Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/eduborneo.v8i1.3055

Abstract

Dengan mewabahnya penyakit yang berasal dari virus sejak awal tahun 2020, menyebabkan pemerintah melakukan pembatasan interaksi sosial yang lebih dikenal dengan“social distancing”. Hal ini memberikan dampak yang signifikan terhadap dunia pendidikansehingga sebagian besar siswa dan guru di Indonesia melakukan pembelajaran online.sehingga penting untuk mengetahui efektivitas pembelajaran online terhadap pemahamankonsep matematika siswa pada pembelajaran tersebut. Tujuan dalam penelitian ini adalahuntuk mengetahui sejauh mana kefektivan pembelajaran online terhadap pemahaman konsepmatematika siswa SMA Hang Tuah Tarakan. Penelitian ini menggunakan pendekatan penelitiankuantitatif dengan metode deskriptif dimana akan dideskripsikan efektivitas pembelajaransecara online pada pemahaman konsep matematika siswa dengan aplikasi yang digunakan olehguru, Berdasarkan hasil yang diperoleh dapat disimpulkan bahwa efektifitas pembelajarandaring di kelas XII Mia 3 SMA Hang Tuah Tarakan adalah 52% pada katagori Kurang Baikyang terdiri dari indikator Efektivitas yaitu 40%, akses 46,67%, Pendampingan 23,33%, ReaksiTugas 76,67%, Kesulitan Materi 63,33% , Media 60%, Evaluasi 50% dan Kejelasan Instruksi80%.
Efektivitas Metode Peer Teaching terhadap Hasil Belajar Matematika Ita Ita; Azwar Anwar; Alfian Mucti
Griya Journal of Mathematics Education and Application Vol. 2 No. 4 (2022): Desember 2022
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v2i4.242

Abstract

This research was conducted to see whether the Peer Teaching method was effective in learning mathematics in class IX at SMP Negeri 4 Tarakan. This study uses a posttest-only control design with a quasi research type. The research was conducted at Tarakan 4 Public Middle School and the research population was class IX for the 2022/2023 academic year. The sampling method is Simple Random Sampling, with class IX-8 as the control class and class IX-10 as the experimental class. Data collection with description test instruments and documentation. The analysis technique uses descriptive analysis and inferential analysis. Descriptive analysis namely standard deviation and average. Then test the hypothesis using the independent sample t-test (t test). The research results obtained 4.140 > 1.672, so H0 was rejected, namely the peer teaching method was effective for class IX student learning outcomes at SMP Negeri 4 Tarakan. Keywords: Mathematics Learning Outcomes, Peer Teaching
i EFEKTIVITAS METODE PEER TEACHING TERHADAP HASIL BELAJAR MATEMATIKA ita saleh; Azwar Anwar; Alfian Mucti
Mandalika Mathematics and Educations Journal Vol 4 No 2 (2022): Edisi Desember
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v4i2.4396

Abstract

Abstract This research was conducted to see whether the Peer Teaching method was effective in learning mathematics in class IX at SMP Negeri 4 Tarakan. This study uses a posttest-only control design with a quasi research type. The research was conducted at Tarakan 4 Public Middle School and the research population was class IX for the 2022/2023 academic year. The sampling method is Simple Random Sampling, with class IX-8 as the control class and class IX-10 as the experimental class. Data collection with description test instruments and documentation. The analysis technique uses descriptive analysis and inferential analysis. Descriptive analysis namely standard deviation and average. Then test the hypothesis using the independent sample t-test (t test). The research results obtained 4.140 > 1.672, so H0 was rejected, namely the peer teaching method was effective for class IX student learning outcomes at SMP Negeri 4 Tarakan.    
Respons Siswa Terhadap Aplikasi "BANG SIKUNG" Berbasis Android Nursyam, Febriyani; Widyawati, Eka; Mucti, Alfian
Mathematics Education And Application Journal (META) Vol 4, No 1 (2022)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v4i1.2914

Abstract

Android-based media is one of the newest types of media that utilizes technology in learning. To find out whether the media used is good or not in learning, student responses are needed. Therefore, this study was intended to determine student responses to the "BANG SIKUNG" application. The type of research is descriptive research with a quantitative approach. Student responses came from a sample of 15 students from class IX-7 with a sampling technique using purposive sampling. The instrument used is a questionnaire that has been validated by previous researchers with a total of 17 statements. The analysis was carried out using data categorization techniques. The results showed that the average student response was 92.25 in the "Very Good" category. Thus, the "BANG SIKUNG" application received a positive response from students.Keywords: Learning Media, Student Response, BANG SIKUNGMedia berbasis android merupakan salah satu jenis media terbaru yang memanfaatkan teknologi dalam pembelajaran. Untuk mengetahui media yang digunakan baik atau tidak dalam pembelajaran, diperlukan respon siswa. Oleh sebab itu, penelitian ini dimaksudkan untuk mengetahui respon siswa terhadap aplikasi “BANG SIKUNG”. Jenis penelitian yaitu penelitian deskriptif dengan pendekatan kuantitatif. Respon siswa berasal dari sampel sebanyak 15 siswa dari kelas IX-7 dengan teknik sampling menggunakan purposive sampling. Instrumen yang digunakan berupa angket yang telah divaliditas oleh peneliti sebelumnya dengan jumlah pernyataan sebanyak 17 butir. Analisis dilakukan dengan menggunakan Teknik kategorisasi data. Hasil penelitian menunjukkan rata-rata respon siswa sebesar 92.25 degan kategori “Sangat Baik”. Dengan demikian, apliaksi “BANG SIKUNG” memperoleh respon positif dari siswa.Kata kunci: Media Pembelajaran, Respon Siswa, BANG SIKUNG
EFEKTIVITAS PENGGUNAAN LKM BERBASIS HOTS (HIGHER ORDER THINKING SKILLS) TERHADAP HASIL BELAJAR MAHASISWA PENDIDIKAN MATEMATIKA R, Nurmala; Mucti, Alfian
Journal of Honai Math Vol. 2 No. 2 (2019): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v2i2.67

Abstract

The purpose of this study was to determine the effectiveness of the use of student activity sheet (SAS) based on Higher Level Thinking Skills (HOTS) on learning outcomes of mathematics student. This research is a quantitative, quasi-experimental method using the nonequivalent control group research design. Data collection uses documentation and tests to measure learning outcomes. The data obtained were analyzed statistically using descriptive analysis and inferential analysis. Descriptive analysis includes the mean value and standard deviation. The inferential analysis used in this study is one sample t-test and independent sample t-test. Based on the results of the analysis with a significance level of 5%, it can be concluded that the use of SAS based on Higher Level Thinking Skills (HOTS) is effective on student learning outcomes.
Development of Computer-Based Role-Playing Game Mathematics Learning Media: Spatial Geometry Material in Junior High School Mucti, Alfian; Nurmala R
ETDC: Indonesian Journal of Research and Educational Review Vol. 4 No. 4 (2025): September
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v4i4.3956

Abstract

Although the development of learning media based on RPG (Role-Playing Game) and spatial geometry materials in junior high school already exists, this research deeply integrates the typical features of RPG (such as adventure narrative, quest, inventory, leveling system, and immersive visual/audio design) to visualize and manipulate spatial geometry concepts (such as surface area, volume, and nets) which are often considered abstract by junior high school students. This study was conducted to develop and examine the validity, practicality, and effectiveness of a learning medium in the form of an RPG (Role-Playing Game) for teaching three-dimensional geometry to eighth-grade students at public junior high school 5 Tarakan. The research employed Research and Development (R&D) design, following the Four-D development model consisting of four phases: Define, Design, Develop, and Disseminate. The evaluation process of the RPG Maker product was carried out through four stages: expert validation (content, media, and instructional design experts), preliminary field testing, main field testing, and operational field testing. The analysis results showed that the developed RPG game media obtained scores of 32 for feasibility, 51 for appearance and design, and 32 for accuracy, currency, and clarity — all of which were categorized as very good. Field test results further indicated that the media met the criteria for software engineering, visual communication, and instructional design. Therefore, the RPG-based game media was declared suitable for use as a learning aid at public junior high school 5 Tarakan.
Assessing the Suitability of Online Interactive Tutorials (Web-Learning) for Exploring Mathematical Sequences and Series Mucti, Alfian; Hermansyah, Hermansyah
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 1 No. 2 (2023): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v1i2.3076

Abstract

Learning media plays a significant role in enhancing the effectiveness and interactivity of mathematics education. This study aims to evaluate the feasibility of Web-based Mathematics Learning Media on sequences and series for 11th-grade high school students in Tarakan. The research method employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate). Survey and questionnaire instruments were used to collect data from experts in media design, subject matter experts, and student responses. The evaluation from the media design experts indicated that the learning media had very high feasibility, with an average score of 86.8%. Similarly, the assessment by subject matter experts deemed it highly feasible, obtaining an average score of 92.50%. Student responses to the learning media indicated an acceptable criterion with an average score of 75%. Based on these evaluations, it can be concluded that the web-based learning media is aligned with the development stage and has sufficient feasibility to be used as a mathematics learning tool for sequences and series in 11th-grade Vocation high school in Tarakan. Consequently, it serves as a solution for implementing mathematics education that leverages technological access.
Ekspedisi Revitalisasi Permainan Matematika Geogram untuk Penguatan Konsep Geometri : Kegiatan di SMAN 2 Tarakan R, Nurmala; Mucti, Alfian; Suciati; Hermansyah
Jurnal Pengabdian Kepada Masyarakat Patikala Vol. 5 No. 3 (2026): Jurnal PkM PATIKALA (On Progress)
Publisher : Pusat Pengembangan Pendidikan dan Bakat Indonesia/Education and Talent Development Center of Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/patikala.v5i3.4264

Abstract

This Community Service Program aims to revitalize and implement Geogram (Geometry Tangram) as an innovative learning medium to address the difficulties faced by students at SMAN 2 Tarakan in visualizing and internalizing geometry concepts. The method employed was Participatory Action Research (PAR), involving teachers and 32 students. The main stages included Needs Assessment via Focus Group Discussions (FGD), the Revitalization of Geogram (which resulted in the Geogram media and a comprehensive guide book), and the Implementation Phase utilizing hands-on, Geogram-based expeditions. The activity results demonstrated a significant impact. Quantitatively, 92% of the students reported that learning geometry became easier and more enjoyable after using Geogram. Qualitatively, the program successfully fostered a supportive and innovative learning climate. The hands-on approach proved effective in overcoming conceptual difficulties, as students showed a much better understanding of the difference between rotation and reflection following the practical sessions. The success of the program was cemented by SMAN 2 Tarakan’s formal commitment to permanently integrate Geogram into its learning media bank. This signifies the achievement of the objective for Science and Technology transfer and positions the program as a model of best practice in enhancing spatial and geometrical literacy. Geogram proved itself to be an effective instrument for bridging the gap between abstract visual representation and robust conceptual understanding.
Analysis of the Needs Augmented Reality-Based Learning Media: Spatial Structure Material in Junior High Schools Mucti, Alfian; Nurmala R; Hermansyah, Hermansyah
ETDC: Indonesian Journal of Research and Educational Review Vol. 5 No. 1 (2025): December
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v5i1.4449

Abstract

Acquiring knowledge in geometry, especially three-dimensional geometry, necessitates robust visualization and spatial reasoning abilities. In practice, students frequently encounter challenges in perceiving three-dimensional shapes when solely provided through two-dimensional representations in textbooks or on classroom boards. This study aims to examine the preliminary requirements for creating Augmented Reality (AR)-based educational resources for three-dimensional geometry at the junior high school level, as a component of the Analysis phase of the ADDIE development model. The research employed a descriptive qualitative approach, with data collected through semi-structured interviews involving one mathematics teacher and two eighth-grade students at Junior High School 7 Tarakan. Data analysis was conducted through data reduction, data display, and conclusion drawing. The results demonstrate that students have challenges in visualizing three-dimensional structures, especially in tasks involving composite solids and spatial perspectives. Traditional learning media are deemed inadequate in delivering sufficient visual experiences and are restricted in their application. Simultaneously, both educators and learners articulated a want for interactive, flexible, and smartphone-accessible technology-based learning resources. Augmented reality media are considered to have the capacity to enhance students' comprehension of three-dimensional geometric topics by providing tangible learning experiences through manipulable three-dimensional visuals. These findings lay a crucial foundation for the future design and development of AR-based educational media.