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PENGARUH PERMAINAN TRADISIONAL MA’GURECCENG DALAM MENINGKATKAN KEMAMPUAN NUMERASI SISWA DI SD NEGERI 24 PANDANG-PANDANG Husna, Asmaul; Nursyam, Aisyah; Aspikal, Aspikal
JP2MS Vol 9 No 1 (2025): April
Publisher : Program Studi S1 Pendidikan Matematika FKIP Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jp2ms.9.1.13-22

Abstract

Kemampuan numerasi merupakan salah satu kompetensi dasar yang esensial bagi siswa sekolah dasar dalam memahami dan mengaplikasikan konsep matematika dalam kehidupan sehari-hari. Namun, seringkali pembelajaran matematika dianggap kurang menarik bagi siswa. Permainan tradisional, sebagai bagian dari kekayaan budaya, memiliki potensi untuk diintegrasikan ke dalam pembelajaran, termasuk matematika, karena sifatnya yang menyenangkan dan melibatkan interaksi aktif. Tujuan dari penelitian ini adalah untuk mengetahui penggunaan permainan tradisional ma’gurecceng yang dilakukan berdampak pada peningkatan kemampuan numerasi siswa kelas 5 SD. Untuk melihat pengaruh permainan tradisional ma’gurecceng terhadap peningkatan kemampuan numerasi siswa, peneliti melakukan uji coba pada 12 siswa kelas 5 di SD Negeri 24 Pandang-Pandang. Setelah menjalani serangkaian kegiatan pembelajaran menggunakan permainan ma’gurecceng selama 3 kali pertemuan, dilakukan posttest untuk mengukur peningkatan kemampuan siswa. Penelitian ini menggunakan data hasil tes pretest dan posttest siswa sebagai bahan analisis. Data kemampuan numerasi siswa sebelum dan sesudah perlakuan dianalisis menggunakan uji statistik non-parametrik Wilcoxon dengan bantuan program SPSS untuk melihat perbedaan yang signifikan antara skor pretest dan posttest. Hasil analisis menunjukkan adanya peningkatan yang signifikan secara statistik kemampuan numerasi siswa kelas 5 SD Negeri 24 Pandang-Pandang sebelum dan sesudah diterapkannya pembelajaran matematika melalui permainan tradisional ma’gurecceng. Analisis uji Wilcoxon menghasilkan nilai signifikansi (0,002 < 0,05), yang mengindikasikan bahwa terdapat perbedaan yang signifikan antara kemampuan numerasi siswa sebelum dan sesudah mengikuti pembelajaran dengan permainan ma’gurecceng.
Meningkatkan Kemampuan Berhitung Siswa Melalui Simulasi University War Berbantuan Multiplication Bingo Game Nurfia; Aisyah Nursyam; Andi Muhammad Irfan Taufan Asfar; Andi Trisnowali MS.
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.521

Abstract

This community engagement program aimed to improve elementary school students’ arithmetic skills through the University War simulation assisted by the Multiplication Bingo Game. The activity was conducted at SD Negeri 01 Kwangsan using the Participatory Action Research (PAR) method, which involved five stages: identifying problems, understanding the context, planning solutions, taking action, and reflecting. The simulation was based on the cooperative learning model Teams-Games-Tournament (TGT), designed to foster student engagement in a fun and competitive environment. Wilcoxon test results indicated a significant improvement in students' arithmetic performance after the intervention. Furthermore, survey responses showed that most students felt more confident, motivated, and found multiplication concepts easier to understand. This program had a positive impact on creating an interactive and effective mathematics learning experience, and it is recommended for ongoing integration into classroom instruction.
Pembelajaran Interaktif Melalui Pendampingan Penggunaan Game Edukatif Berbasis Scratch Pada Siswa Nur Adila Syahid; Aisyah Nursyam; Sirwanti; Andi Trisnowali MS
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.522

Abstract

The rapid development of information technology requires the education sector to adapt to more interactive and innovative digital-based learning. One effective medium is Scratch, a visual programming application that is easy to use for creating educational games. However, at SD Negeri 02 Paluhombo, learning is still predominantly conducted using conventional methods, causing students to quickly lose interest and lack motivation. Based on this problem, this community service activity aimed to improve students’ conceptual understanding through guided use of educational games based on Scratch. The method employed was Community Based Participatory Research (CBPR), involving active participation of fifth and sixth grade students in five stages: problem identification, collaborative planning, implementation of guidance, evaluation, and follow-up. The instruments used included pre-tests, post-tests, and student satisfaction questionnaires. The evaluation results showed that all students experienced an improvement in learning outcomes after the intervention. Pre-test and post-test results were used to measure students' conceptual understanding, while satisfaction questionnaires assessed students’ responses to the guidance process. The Wilcoxon test showed significant values of 0.026 for Grade V and 0.001 for Grade VI (p < 0.05), indicating a significant difference between pre-test and post-test scores. The guidance on using Scratch-based educational games proved effective in enhancing students' conceptual understanding
Optimalisasi Kemampuan Penyelesaian Masalah pada Siswa Melalui Penggunaan Website Hooda Math Tasya; Sirwanti; Aisyah Nursyam; Andi Trisnowali MS
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.523

Abstract

Problem solving skills in mathematics are still a challenge for students, especially with the limited use of interactive learning media. This community service aims to improve students' problem solving skills through the use of the hooda math website. This activity was carried out at SD Negeri 01 Jatiroyo using the Participatory Action Research (PAR) approach which actively involves students in the learning process through the stages of observation, understanding, planning, action, and evaluation. stages of observation, planning, implementation, and evaluation. The method of implementing the community service involves direct assistance to students in accessing and using hooda math. The evaluation results show that students are more motivated, active, and have increased skills in solving math problems
Pendampingan Siswa Melalui Penggunaan Math Playground Untuk Melatih Pemahaman Konsep Hasrita; Nursyam, Aisyah; Aspikal, Aspikal; MS, Andi Trisnowali
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.524

Abstract

The issue of low conceptual understanding of mathematics, particularly in multiplication, at SD Negeri 02 Mojorejo prompted this community service initiative. The approach used involved the application of digital learning media through the Math Playground website to assist third and fourth-grade students in grasping multiplication concepts in an interactive and engaging manner. The goal of this activity was to enhance students' conceptual understanding of mathematics through guided implementation of Math Playground. The method employed was Participatory Action Research (PAR), which consisted of four stages: identifying the problem, understanding the solution, taking action, and implementing change through evaluation. Results indicated a significant improvement in students' conceptual understanding based on the pretest and posttest results, analyzed using the Wilcoxon Signed Ranks Test, with a significance value (Asymp. Sig. 2-tailed) of 0.046. Additionally, student satisfaction surveys revealed that most students found the platform helpful, motivating, and more engaging for learning mathematics. Thus, this digital media serves as an effective alternative for mathematics instruction at the elementary school level.
PEMANFAATAN APLIKASI CANVA SEBAGAI MEDIA PEMBELAJARAN PRESENTASI DALAM MENINGKATKAN MOTIVASI BELAJAR MATEMATIKA SISWA KELAS VIII SMP NEGERI 2 CENRANA Hasbi, Hasbi; Nursyam, Aisyah; Sirwanti, Sirwanti
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 2 (2025): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v10i2.5797

Abstract

Tujuan yang diharapkan dari penelitian ini adalah: (a) untuk menilai sejauh mana peningkatan motivasi belajar siswa setelah penerapan media aplikasi canva sebagai media pembelajaran presentasi dikelas VIII SMP Negeri 2 Cenrana (b) untuk melihat aktivitas siswa didalam kelas. (c) untuk melihat aktivitas guru atau keterlaksanaan pembelajaran di dalam kelas. dan (d) Melihat respons siswa terkait penggunaan aplikasi canva didalam kelas. Penelitian merupakan Penelitian Tindakan Kelas (PTK) Penelitian ini dilakukan dalam dua siklus dimana setiap siklus dilakukan dalam empat tahap yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Instrumen penelitian berupa angket respons siswa, lembar observasi keterlaksanaan pembelajaran dan lembar observasi aktivitas siswa. Analisis data dilakukan secara kualitatif. Hasil penelitian menunjukkan motivasi dan hasil belajar siswa dapat meningkat pada setiap siklus yang dilakukan.
Mathematical Concept Understanding: the Impact of Integrated Learning Model Asfar, A.M.Irfan Taufan; Asmawaty, Asmawaty; Asfar, A. M. Irfan Akbar; Nursyam, Aisyah
Al-Jabar: Jurnal Pendidikan Matematika Vol 10 No 2 (2019): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v10i2.3880

Abstract

This study aims to investigate the improvement of students' mathematical concepts understanding through the application of Guided, Explained, Collaborated and Evoked (GECE) Learning Strategy. The GECE Learning Strategy originates from the integration of the Auditory Intellectually Repetition (AIR) learning model and Guided Discovery learning model. The quasi-experimental with nonequivalent control group design was employed in this study. The instruments used were a test in the form of a description based on real-world concepts and a questionnaire to determine students' responses in the process of learning mathematics. Based on the results of hypothesis testing using the Mann-Whitney test, it was obtained that p kurang dari α (0.001 kurang dari 0.005) which shows that the application of the GECE learning model affects students' mathematical concept understanding with n-gain of 0.62 (medium category). The effectiveness of the learning model applied was measured using Cohen's formula and a value of 1.88 (high category) was obtained. The results were also supported by positive students' responses of 3.45 which means that the integration of the Auditory Intellectually Repetition (AIR) learning model and Guided Discovery learning model could effectively improve students' mathematical concepts understanding. 
Implementation of PPKM In Social Economic Change Perspectives of Daily Labor And Workers In The New Normal Era HR, Syamsuni; Malli, Rusli; Sumiati, Sumiati; Hasnawati, Hasnawati; Nursyam, Aisyah
Devotion : Journal of Research and Community Service Vol. 3 No. 3 (2022): Devotion: Journal of Research and Community Service
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/dev.v3i3.103

Abstract

At the beginning of 2020, the world considered that the spread of Covid-19 was endemic. It is so fast that the WHO has determined that Covid-19 is a pandemic that must be watched out for. Although many countries have implemented lockdowns, the spread of Covid-19 is so fast and seems to be out of control, and viral replication is fast. Travel restrictions and patient isolation are the Indonesian government's strategies in dealing with the Covid-19 pandemic in the PPKM concept (implementation of restrictions on community activities (PPKM), implemented in every country. Observations show that daily laborers and masons are communities with low access to housing categories. 67% of daily laborers and masons live in uninhabitable houses and slum areas, 20% live for rent, the rest live in their own houses. Daily workers and masons' residence conditions are the houses on stilts, which are made of wood with a zinc roof with "gamacca" walls and unpainted boards. economic level of the families of daily workers and masons has changed compared to the income of daily workers and masons before and during the Covid-19 pandemic. Based on the condition of the masonry community who felt a significant impact on the implementation of PPKM, conclude that the community is in a dilemma. The dilemma position referred to here is that when the community adheres to the PPKM policy, the community will experience economic devastation.
MAGICAL NUMBER STAGE: MATHEMATICAL ADVENTURES IN ROLE-PLAYING LEARNING IN GRADE IV OF SD 38 JANNA-JANNAYA Lestari, Indra Dwi; Aisyah Nursyam; Kiki Henra
Jurnal Penalaran dan Riset Matematika Vol. 4 No. 2 (2025): Jurnal Penalaran dan Riset Matematika
Publisher : Almeera Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62388/prisma.v4i2.561

Abstract

Mathematics learning achievement among elementary school students is still relatively low, one of the reasons being the predominantly passive teaching approach that minimizes direct student involvement. This study aims to examine the impact of using the role playing method as an instructional approach aimed at achieving the mathematical competence of fourth grade students at SD 38 Janna-Jannaya. This study used a quantitative method through a one group pretest-posttest pre-experimental design. There were 16 students participating in this study, with multiple-choice questions used for the pretest and posttest. The data were analyzed using a paired t-test. The results of data processing showed an increase in the average score from 58.12 to 85.18, accompanied by an increase in learning completeness from 19% to 87.5%. Statistical tests showed a value (Sig.) of 0.000 (< 0.05), which ultimately led to the conclusion that the role-playing method had a significant impact on students' mathematics learning achievement. These findings indicate that the use of the role-playing method not only strengthens conceptual understanding and calculation skills but also fosters collaboration and communication skills among students during the learning process. This study opens up opportunities for further research on the application of role playing in other mathematics topics, different levels of education, or in combination with digital media to optimize student engagement in more interactive learning.
THE EFFECT OF THE TRADITIONAL MA'GURECCENG GAME IN IMPROVING THE NUMERACY SKILLS OF STUDENTS AT SD NEGERI 24 PANDANG-PANDANG Husna, Asmaul; Nursyam, Aisyah; Aspikal, Aspikal
Jurnal Penalaran dan Riset Matematika Vol. 4 No. 2 (2025): Jurnal Penalaran dan Riset Matematika
Publisher : Almeera Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62388/prisma.v4i2.562

Abstract

Elementary school students need to have numeracy skills from an early age because these skills are an important foundation for solving various everyday problems that require logical thinking. The main objective of this study was to identify the relationship between the use of the traditional game Ma'gurecceng and the level of numeracy skills of students studying at SD Negeri 24 Pandang-Pandang. The use of the traditional game Ma'gurecceng is considered relevant as a learning medium that not only attracts students' interest but is also effective in strengthening their numeracy skills. The research was conducted using a quantitative method with a pre-experimental design in the form of a one-group pre-test-post-test. All 12 fifth-grade students at SD Negeri 24 Pandang-Pandang were selected as participants using a saturated sample method. Data were collected through written tests involving pre-tests and post-tests as well as student response questionnaires. Furthermore, data processing used the Wilcoxon test to compare pre-test and post-test scores. Statistical tests proved that after participating in learning activities with the Ma'gurecceng game, students' numeracy skills increased significantly. The average post-test score (81.58) was higher than the pre-test score (49.92), while the Wilcoxon test using SPSS gave a result (Sig.) of 0.002 (p < 0.05). The questionnaire data showed that 57.5% of respondents "strongly agreed," 42.5% "agreed," with no "disagree" or "strongly disagree" responses. The research findings confirm that the application of the traditional Ma'gurecceng game has a beneficial contribution to improving students' numeracy skills.