Articles
Pengaruh Gaya Komunikasi Dan Keteladanan Guru Terhadap Disiplin Siswa Dalam Pendidikan Islam
Sarnoto, Ahmad Zain;
Mahpudin, Asep
Profesi | Jurnal Ilmu Pendidikan dan Keguruan Vol. 8 No. 2 (2019): Profesi | Jurnal Ilmu Pendidikan dan Keguruan
Publisher : Pengurus Pusat Perkumpulan Masyarakat Peduli Pendidikan
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Penelitian ini bertujuan untuk mengetahui seberapa besar: (1) pengaruh dan signifikansi gaya komunikasi guru terhadap disiplin siswa dalam pendidikan Islam di SD Budi Mulia Dua Bintaro. (2) pengaruh dan signifikansi keteladanan guru terhadap disiplin siswa dalam Pendidikan Islam di SD Budi Mulia Dua Bintaro. (3) pengaruh dan signifikansi gaya komunikasi guru dan keteladanan guru dalam pendidikan Islam di SD Budi Mulia dua Bintaro. Penelitian merupakan jenis penelitian lapangan (field research) dengan pendekatan kualitatif yaitu penelitian dengan karakteristik data dinyatakan sewajarnya dan sebagaimana adanya, dengan tidak mengubah bentuk angak dan bersifat deskriptif yang didasarkan pada pertanyaan berapa besar. Teknik pengolahan data dalam penelitian ini menggunakan analisis deskriptif kualitatif. Hasil dari penelitian ini menunjukkan bahwa: (1) gaya komunikasi guru memiliki pengaruh 20,2% dan signifikan terhadap kedisiplinan siswa dalam pendidikan agama Islam di SD Budi Mulia Dua Bintaro. (2) keteladanan guru memiliki pengaruh 13,5% dan signifikan terhadap kedisiplinan siswa dalam pendidikan agama Islam di SD Budi Mulia Dua Bintaro. (3) gaya komunikasi guru dan keteladanan guru secara bersama-sama memiliki pengaruh 15% dan signifikan terhadap kedisiplinan siswa dalam pendidikan Islam di SD Budi Mulia Dua Bintaro. Berdasarkan hasil tersebut maka variabel yang paling berpengaruh pada penelitian ini adalah gaya komunikasi guru
Analysis of Students' Mathematical Representation Skills through Android Application-based Mathematics Learning
Yuliardi, Ricki;
Juandi, Dadang;
Maizora, Syafdi;
Mahpudin, Asep
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema
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DOI: 10.15294/kreano.v12i1.28667
This research is motivated by the low mathematical representation skills of students. This is evidenced by the mathematics learning achievement of Indonesian students in TIMSS and PISA which has not moved from the bottom 10 ranks. In learning mathematics, there are still some obstacles, including students who are still difficult to read mathematical expressions, errors in principles and procedures, not being able to connect one concept to another and difficulty communicating mathematical ideas / ideas. Mathematics learning based on android applications is an alternative idea that can be a solution to the problems above. This study aims to examine: (1) How is the application of Android-based mathematics learning (2) How is the process of mathematical representation and student responses in the application of Android-based mathematics learning. (3) How to anticipate learning that must be perfected to optimize student representation skills. This research method uses qualitative methods using instruments in the form of teacher observation sheets, student observation sheets, interview sheets and student understanding tests.Penelitian ini dilatarbelakangi oleh masih rendahnya keterampilan representasi matematis siswa. Hal ini dibuktikan dengan prestasi belajar matematika siswa Indonesia pada TIMSS dan PISA masih belum beranjak dari 10 peringkat terbawah. Di dalam pembelajaran matematika, masih ditemukan beberapa kendala diantaranya siswa masih sulit membaca ekspresi matematika, kesalahan prinsip dan prosedur, belum mampu menghubungkan antara satu konsep dengan konsep lainnya serta kesulitan dalam mengkomunikasikan gagasan/ide matematika. Pembelajaran matematika berbasis aplikasi android adalah salah satu gagasan alternatif yang dapat menjadi solusi permasalahan diatas. Penelitian ini bertujuan untuk mengkaji : (1) Bagaimanakah penerapan pembelajaran matematika berbasis Android(2) Bagaimanakah proses representasi matematis dan respon siswa dalam penerapan pembelajaran matematika berbasis Android. (3) Bagaimana antisipasi pembelajaran yang harus disempurnakan untuk mengoptimalkan keterampilan representasi siswa. Metode penelitian ini menggunakan metode kualitatif dengan menggunakan instrumen berupa lembar observasi guru, lembar observasi siswa, lembar wawancara dan tes pemahaman siswa.
PERANCANGAN PERMAINAN INTERAKTIF “GEOCACHING†SEBAGAI INOVASI BARU PEMBELAJARAN MATEMATIKA
Casnan, Casnan;
Mahpudin, Asep;
Fuadi, Evan Farhan Wahyu
Edusentris VOL 4, NO 2 (2017): JULI
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/edusentris.v4i2.374
Perancangan permainan interaktif Geocaching pada pelajaran matematika bertujuan untuk mengembangkan media pembelajaran yang asik dan menyenangkan serta mempermudah memahami konsep koordinat kartesius. Studi ini menggunakan pendekatan penelitian dan pengembangan dengan tahapan penelitian (1) Pembuatan Konsep Permainan Interaktif “Geochacing†(2) Desain permainan interaktif “Geochacingâ€, (3) Perancangan permainan interaktif “Geochacing†untuk proses implementasi. Berdasarkan hasil analisis dan validasi dari ahli materi Permainan interaktif Geocaching sebagai inovasi baru pembelajaran matematika dapat digunakan sebagai media pembelajaran matematika dengan kejelasan isi materi yang baik, penggunaan bahasa yang sesuai dengan sasaran penggunaan, dan tingkat interaktif dengan siswa yang asik dan menyenangkan.
Analysis of Students' Mathematical Representation Skills through Android Application-based Mathematics Learning
Yuliardi, Ricki;
Juandi, Dadang;
Maizora, Syafdi;
Mahpudin, Asep
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang
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DOI: 10.15294/kreano.v12i1.28667
This research is motivated by the low mathematical representation skills of students. This is evidenced by the mathematics learning achievement of Indonesian students in TIMSS and PISA which has not moved from the bottom 10 ranks. In learning mathematics, there are still some obstacles, including students who are still difficult to read mathematical expressions, errors in principles and procedures, not being able to connect one concept to another and difficulty communicating mathematical ideas / ideas. Mathematics learning based on android applications is an alternative idea that can be a solution to the problems above. This study aims to examine: (1) How is the application of Android-based mathematics learning (2) How is the process of mathematical representation and student responses in the application of Android-based mathematics learning. (3) How to anticipate learning that must be perfected to optimize student representation skills. This research method uses qualitative methods using instruments in the form of teacher observation sheets, student observation sheets, interview sheets and student understanding tests.Penelitian ini dilatarbelakangi oleh masih rendahnya keterampilan representasi matematis siswa. Hal ini dibuktikan dengan prestasi belajar matematika siswa Indonesia pada TIMSS dan PISA masih belum beranjak dari 10Â peringkat terbawah. Di dalam pembelajaran matematika, masih ditemukan beberapa kendala diantaranya siswa masih sulit membaca ekspresi matematika, kesalahan prinsip dan prosedur, belum mampu menghubungkan antara satu konsep dengan konsep lainnya serta kesulitan dalam mengkomunikasikan gagasan/ide matematika. Pembelajaran matematika berbasis aplikasi android adalah salah satu gagasan alternatif yang dapat menjadi solusi permasalahan diatas. Penelitian ini bertujuan untuk mengkaji : (1) Bagaimanakah penerapan pembelajaran matematika berbasis Android(2) Bagaimanakah proses representasi matematis dan respon siswa dalam penerapan pembelajaran matematika berbasis Android. (3) Bagaimana antisipasi pembelajaran yang harus disempurnakan untuk mengoptimalkan keterampilan representasi siswa. Metode penelitian ini menggunakan metode kualitatif dengan menggunakan instrumen berupa lembar observasi guru, lembar observasi siswa, lembar wawancara dan tes pemahaman siswa.
Peningkatan Kemampuan Koneksi Matematis Melalui Computational Thinking Menggunakan Scartch di SMPN 4 Ciawigebang
Candra, Chairil;
Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1739
Mathematics learning at SMP Negeri 4 Ciawigebang generally still relies on textbooks and lecture methods, making the learning process monotonous and less interesting. This research aims to improve mathematical skills using Scratch media. The research method used was quantitative with a Quasi Experimental design, Pretest-Posttest Control Design, at SMP Negeri 4 Ciawigebang. The research population was students in grades 8b and 8e, totaling 54 students. Data was collected through observation, tests and questionnaires. The research results show that there is an increase in student learning outcomes after applying Scratch media to the material on two-variable linear equation systems.
Implementasi Media Pembelajaran Menggunakan Aplikasi Animaker untuk Meningkatkan Hasil Belajar Siswa SMK
Andrean, Diky;
Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1740
This research has a problem formulation of how to create learning media using the Animaker application, how to apply the Animaker application as a learning media in photography material, what are the student learning outcomes in photography material using learning media based on the Animaker application, with the aim of finding out how to create learning media using animaker application, to find out how to apply the animaker application as a learning medium in photography material, to find out student learning outcomes in photography material using learning media based on the animaker application. Research that uses a quantitative approach with Quasi Experimental methods, especially the Pretest-Posttest Control Group Design. This research will be carried out at SMK PGRI Ciawigebang with research subjects of 47 class X DKV students. Data collection instruments include questionnaires and tests, as well as data analysis techniques using inferential statistics. This research aims to evaluate the effect of using Animaker learning media on student learning outcomes in photography material. The benefits of this research are expected to increase student interest and learning achievement, as well as provide knowledge and experience for researchers. From the results of hypothesis testing using the t-test, it was found that there was a significant difference in the for students
Pengaruh Media Pembelajaran Quizizz Berbasis Game Edukasi Terhadap Hasil Belajar Siswa dalam Mata Pelajaran Seni Budaya Kelas VII MTs PUI Ciawigebang
Nurpadilah, M. Ipad;
Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1756
This study aims to determine the influence of the use of educational game based Quizizz learning media on student learning outcomes in the subject of Cultural Arts in grade VII MTs PUI Ciawigebang. The research method used is an experiment with a research design, namely a nonequivalent control group design. The research sample consisted of two classes, namely an experimental class consisting of 30 students using Quizizz learning media and a control class consisting of 30 students using conventional methods. The test statistics used for hypothesis testing are the Paired Sample T-Test. The results of data analysis showed that the average score of the pretest of the experimental class was 48.67 and the posttestwas 83.50, while the results of the control class pretest obtained a score of 53.67 and the posttest75.00. Based on data analysis, it can be concluded that there is a significant increase in student learning outcomes in the experimental class compared to the control class. Based on the results of the study, it was shown that there was an influence of the use of Quizizz learning media on the learning outcomes of grade VII students in the subject of Arts and Culture
Pemanfaatan Aplikasi Canva sebagai Media Pembelajaran Simulasi dan Komunikasi Digital di SMK Negeri 1 Kuningan
Yulianti, Widia;
Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1758
Penelitian ini membahas pemanfaatan aplikasi Canva sebagai media pembelajaran untuk pelajaran Simulasi Digital Komputer di SMK Negeri 1 Kuningan. Aplikasi Canva digunakan sebagai alat bantu desain untuk membuat media ajar yang menarik, seperti poster dan PowerPoint. Penelitian ini bertujuan untuk mendeskripsikan dan memahami bagaimana Canva digunakan dalam proses pembelajaran, dengan pendekatan kualitatif yang melibatkan observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pemanfaatan Canva berjalan dengan baik, memudahkan guru dan siswa dalam menciptakan media pembelajaran yang praktis, menarik, dan meningkatkan kreativitas serta pemahaman materi. Canva juga menawarkan kemudahan akses dan berbagai fitur gratis yang bermanfaat dalam proses pembelajaran
Penerapan Media Pembelajaran Animasi Menggunakan Animiz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kelas X SMAN 1 Ciawigebang
Distira, Dikri Adiya;
Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i4.1766
This research aims to utilize animation learning media developed using Animiz software, to improve students' academic achievement in Indonesian Language subjects in class X of SMAN 1 Ciawigebang. The approach used in this study is quantitative with experimental methods, especially using Quasi Experiment design. The research design applied is a nonequivalent control group design. This study adopts a Quasi Experiment design, in which two groups of classes are the subjects of the research: X-G class as the experimental class and X-J class as the control class. The experimental class uses Animiz media, while the control class follows conventional learning methods. Student learning outcome data is collected through pretest and posttest which involves observation and tests. The data analysis technique uses the t-test. The results of the study show that the application of Animiz Animation Maker animation learning media has succeeded in increasing students' understanding of poetry material in Indonesian Language subjects in class X of SMAN 1 Ciawigebang
Penerapan Model Pembelajaran SAVI (Somatic, Auditory, Visual, And Intellectual) untuk Menigkatkan Hasil Belajar Siswa Kelas X SMA Negeri 1 Ciawigebang
Ardiansah, Adi;
Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku
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DOI: 10.54373/imeij.v5i5.1778
This research aims to determine the effectiveness of implementing the SAVI (Somatic, Auditory, Visual, Intellectual) learning model in improving the learning outcomes of class X SMA Negeri 1 Ciawigebang. SAVI is a somatic, auditory, visual intellectual learning approach and is supported by Accelerated Learning theory, Left Brain Theory, Right Brain Theory, Multiple Intelligence Theory and holistic (comprehensive) education. The SAVI approach is learning that combines physical movement with intellectual activity and the use of all the senses. This research uses a quasi-experimental method with a pretest-posttest control group design. The population of class X which consists of 12 classes is 432 students. The sample for this research was 72 class X students of SMA Negeri 1 Ciawigebang who were divided into two groups, namely the experimental group and the control group. The experimental class was given the SAVI learning method while the control class used the conventional method. The design used in this research is nonequivalent control group design. Learning outcome data was obtained from the pretest and posttest. The data collection techniques used in this research were observation, tests and questionnaires. the results of hypothesis testing using the t-test showed that Tcount > Ttable (2.414 > 2.032) and the significance value was more than 0.05 (p=0.029 < 0.05), so it could be stated that there was a significant difference in the increase in learning outcome scores in Thus, it can be concluded that the experimental group and the control group show that H0 is rejected and H1 is accepted