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ANALISIS KESULITAN MENYELESAIKAN SOAL DIMENSI TIGA DITINJAU DARI TINGKAT PEMAHAMAN SISWA KELAS XII MAN 2 PESISIR SELATAN Astuti, Benita Widya; khairudin, khairudin; Herawati, Susi; Zuzano, Fazri; Niniwati, Niniwati
Jurnal Tunas Pendidikan Vol. 5 No. 1 (2022): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v5i1.777

Abstract

This research is a qualitative descriptive study with the aim of knowing the form of difficulty and the factors that cause students' difficulties in solving 3D questions in terms of the level of understanding of class XII students of MAN 2 Pesisir Selatan. The subjects in this study were 31 students of class XII IPA. The data in this study were obtained from written tests and interviews. The results showed that students with a high level of understanding had no difficulty in solving problems. All indicators of understanding have been achieved and are called low level difficulty type. Students with a moderate level of understanding have difficulty on the third and fifth indicators, including the type of moderate level of difficulty. The results of the interview showed that students had difficulty in solving problems because they were not careful in the steps of the process, it was difficult to relate various concepts and imagine. Students with low levels of understanding have difficulty on all indicators except for the second indicator and this is included in the type of high level of difficulty.
PENINGKATAN HASIL BELAJAR MATEMATIKA DENGAN PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT BERBANTU KARTU SOAL Niniwati, Niniwati; Rahayu, Nesti; Netti, Syukma
PERISAI: Jurnal Pendidikan dan Riset Ilmu Sains Vol. 3 No. 2 (2024): Juni Jurnal PERISAI
Publisher : LPPM - Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/perisai.v3i2.1494

Abstract

Rendahnya interaksi sosial dan suasan pembelajaran yang kaku merupakan penyebab kurangnya perhatian siswa terhadap pembelajaran, sehingga menyebabkann rendahnya hasil belajar siswa. Pembelajaran yang menyenangkan dengan interaksi sosial sangat membantu siswa dalam menginstruksi pengetahuannya. Dengan interaksi sosial siswa dengan temannya dapat memudahkan siswa dalam memahami materi pelajaran. Penelitian Tindakan Kelas ini bertujuan untuk mendeskripsikan peningkatan hasil belajar matematika melalui model pembelajaran kooperatif tipe Teams Games Tournament (TGT) berbantu kartu soal. PTK ini dilaksanakan pada semester II tahun ajaran 2023/2024 dengan subjek penelitian siswa kelas VA SDN 04 Kampung Olo Padang yang berjumlah 25 siswa. Instrument penelitian meliputi lembar observasi guru dan tes hasil belajar siswa. Penelitian ini dilaksanakan dengan dua siklus, masing-masing siklus terdiri dari dua pertemuan. Hasil penelitian menunjukkan bahwa siswa sangat antusias dengan adanya game atau permainan saat pembelajaran. Turnamen diakhir pertemuan memacu keinginan siswa untuk belajar lebih baik dan serius saat diskusi dengan harapan bisa memenangkan turnamen. Sehingga pada siklus II diperoleh rata-rata 80,8 dengan persentase ketuntasan 76%. Berdasarkan penelitian ini dapat disimpulkan bahwa penerapan model pembelajaran kooperatif tipe TGT berbantu kartu soal dapat meningkatan hasil belajar siswa pada mata pelajaran matematika.
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
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.