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DEVELOPING HOTS-BASED MATHEMATICS ASSESSMENT INSTRUMENTS TO IMPROVE CRITICAL THINKING SKILLS OF PROSPECTIVE ELEMENTARY SCHOOL TEACHERS Amrina, Zulfa; Sari, Syafni Gustina; Alfino, Joni; Amelia, Puspa
Prima: Jurnal Pendidikan Matematika Vol 8, No 1 (2024): PRIMA : Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/prima.v8i1.9839

Abstract

The current reality is that most teachers have not developed their students' Higher Order Thinking (HOTS) skills. This is because the teachers themselves do not understand HOTS well. This research aims to develop HOTS-based mathematics assessment instruments for prospective elementary school teachers. The type and model of research conducted is research and development (R n D), Borg & Gall model. The product developed is a 10-item HOTS question. The questions that have been compiled are validated by three validators. Valid questions were tested on students who took Mathematics Learning courses. The trial was conducted with the aim of determining the quality of the instrument using classical test theory, namely validity, reliability, difficulty index, and distinguishing power. The results showed that the HOTS-based mathematics assessment instrument met the criteria of a quality instrument, namely very valid, high reliability, with good differentiation and difficulty levels. Thus, the instrument developed is suitable to be used to measure the HOTS ability of prospective teacher students. From the results of the test analysis, it was found that the students' ability to solve HOTS-based problems obtained an average of 74.65 was in the moderate category and the results of the analysis of students' critical thinking skills obtained 62.89% also in the moderate category. So it can be concluded that students' ability to solve HOTS-based questions is directly proportional to students' critical thinking skills. Thus, it can be concluded that HOTS-based assessment instruments can improve the critical thinking skills of prospective elementary school teachers.
DEVELOPMENT OF POWERDROID-BASED EDUCATION GAME IN MATHEMATICS LEARNING FOR GRADE VIII JUNIOR HIGH SCHOOL STUDENTS Pratami, Gena Disa; Desfitri, Rita; Niniwati, Niniwati; Amelia, Puspa
Tesseract: International Journal of Geometry and Applied Mathematics Vol. 1 No. 1 (2023): Tesseract: International Journal of Geometry and Applied Mathematics
Publisher : Nindikayla Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57254/tess.v1i1.9

Abstract

This study aims to produce learning media Education Game based on PowerDroid in learning valid and practical math for junior high school students. The type of research used is Research & Development (R&D) with the Borg & Gall development model modified by Sugiyono. There are 10 research steps, researchers limit the research steps to 7 steps, namely: 1) Potential and problems; 2) Data collection; 3) Product design; 4) Design validation; 5) Design revision; 6) Product trial; and 7) Product revision. 2 expert validators validated the developed product. The results of the material expert validation get a percentage of 100% with the criteria "very valid", the results of the media expert validation get a percentage of 87% with the criteria "valid". After the validation is complete, the student and teacher practicality test is continued, the practicality test is carried out at SMPS Yapphi Pasar Usang with 4 students and 1 math teacher to determine the feasibility level of learning media. The results of the student's practicality percentage get a percentage of 94.64% with the criteria "very practical", the results of the teacher's practicality get a percentage of 100% with the criteria "very practical". They are also supported by the results of positive teacher and student responses and the results of student evaluations that have met the passing score. It can be concluded that the development of PowerDroid-based Education Games in learning mathematics for grade VIII junior high school students is very feasible to use as learning media
Efektifitas Modul Pembelajaran Konsep Turunan terhadap Computational Thingking dan Problem Solving Khairudin, Khairudin; Suryani, Karmila; Amelia, Puspa
JURNAL JENDELA PENDIDIKAN Vol. 5 No. 03 (2025): Jurnal Jendela Pendidikan: Edisi Agustus 2025
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v5i03.1720

Abstract

Penelitian ini bertujuan untuk menganalisis efektifitas perangkat pembelajaran konsep Turunan terhadap kemampuan Computational Thingking (CT) dan Problem Solving (PS) mahasiswa di prodi Pendidikan Matematika Universitas Bung Hatta. Perangkat yang dimaksud adalah modul pembelajaran berbasis SPACE (Simulation, Posing, Action, Communication, Evaluation). Metode penelitian ini menggunakan model Plomp dengan tiga tahapan, yaitu tahap preliminary research, tahap prototype, dan tahap asessment. Hasil analisis tahap preliminary research dibutuhkan perangkat pembelajaran konsep Turunan berbasis SPACE. Hasil tahap prototype diperoleh bahwa perangkat pembelajaran yang dibentuk berdasarkan teori-teori pendukung serta hasil analisis validitas produk diperoleh nilai V-Aiken tiap aspek berada pada kriteria valid. Hasil analisis uji praktikalitas berada pada kriteria praktis pada uji one to one dan uji small group. Perangkat pembelajaran memenuhi kriteria efektif melalui nilai efektifitas N-Gain. Berdasarkan hasil ini perangkat pembelajaran konsep Turunan layak digunakan untuk meningkatkan kemampuan CT dan PS.
Improving Motivation and Learning Outcomes With Contextual Teaching and Learning Strategies for Students in the Mathematics Education Study Program Amelia, Puspa; Niniwati, Niniwati
Edumatica : Jurnal Pendidikan Matematika Vol 9 No 2 (2019): Edumatica: Jurnal Pendidikan Matematika (October 2019)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (789.317 KB) | DOI: 10.22437/edumatica.v9i02.6561

Abstract

Abstract This research aims to improve the student’s learning achivements and motivation in learning analityc geometry of mathematic education’s students at Bung Hatta University by using Contextual Teaching and Learning (CTL) strategy. This was a classroom action research with the research study was 38 of class A of mathematic education’s students who took a course of analityc geometry. The data was collected from quisioner student’s, field notes and final test. The data analysis was conducted in descriptive qualitative through data reduction, triangulation, and data display. Based on the research’s result can conclude that learning process by using CTL strategy can improve motivation and learning outcome in Field Analityc Geometry Class. The questioner of student’s learningmotivation showed that there are improving from 54,97 % on the cycle to 66,31 % on the cycle.The student’s learning result also improved from 24,32 % on the cycle to 70,27 % on the cycle. Key Word :contextual teaching and learning (ctl), learning activities, learning motivation, learning result.
Pengembangan Media Pembelajaran Matematika Berbasis Game Menggunakan Adobe Animate untuk Siswa SMK Pane, Willis Prisilia; Herawati, Susi; Amelia, Puspa
JURNAL PEMBELAJARAN DAN MATEMATIKA SIGMA (JPMS) Vol 9, No 1 (2023)
Publisher : Fakultas Keguruan dan Ilmu pendidikan (FKIP) Universitas Labuhan Batu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jpms.v9i1.3662

Abstract

Penelitian ini menghasilkan produk berupa media pembelajaran berbasis game dalam bentuk File Apk untuk pengguna Android yang memenuhi kriteria valid dan praktis. Peneltian dan pengembangan ini menggunakan model pengembangan oleh Borg and Gall. Teknik yang digunakan untuk pengumpulan data adalah lembar validasi dan angket praktikalitas. Validasi produk media dilakukan oleh ahli materi dan ahli media. Hasil analisis rata-rata validasi produk media berbasis game yaitu sebesar 87,2% pada kategori “sangat baik”. Uji coba praktikalitas dilaksanakan di SMK Negeri 1 Pariaman dengan hasil analisis praktikalitas media pembelajaran yaitu sebesar 88,93% pada Kategori “sangat baik”. Bedasarkan dari hasil penelitian maka disimpulkan bahwa pengembangan media pembelajaran berbasis game menggunakan Adobe Animate untuk siswa SMK valid dan praktis diterapkan pada proses pembelajaran.