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Characteristics of Students’ Reflective Abstraction:Based on Abstraction Levelization Wafiqoh, Risnina; Ardiansah, Feri; Zaliman, Iski
Jurnal Pelangi : Research of Education and Development Vol 15, No 1 (2024)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jp.2024.v15i1.8008

Abstract

Reflective abstraction really helps students in the learning process of mathematics. Students who have good Reflective Abstraction will understand mathematical concepts and can relate mathematical concepts easily. This research question is how is each level of the reflective abstraction of high school students? This research was conducted using a qualitative approach with grounded theory methods. The research subjects involved in this study were allegedly 36 people who came from senior high schools in Pangkalpinang, Bangka Belitung Islands Province. Of the 36 subjects, 8 people were selected consisting of two representatives from each level of Reflective Abstraction for further interviews. This study found that the attribute Level 4 which is Building the Right Clear Concept is to build a new concept without experiencing errors in the concept being built, the concept that is built clearly and easily fits, and Explanatory Arguments which provide arguments or explanations for each step of the concept being built. Level 3 which is Building a Concept that contains a Complete Concept Clear or there is a Concept Mistake is building a new complete and clear concept or building a concept but there is an error in the concept being built, and Level 2 which does not build a concept is unable to build a new concept but remembering Returning a relevant concept, which means being able to remember related concepts but unable to link relevant concepts or being unable to recall relevant concepts so being unable to construct new concepts
Sosialisasi Media Interaktif berbasis Aplikasi Role Playing games (RPG) bagi Guru SDN 5 Mendobarat Arrosyad, M Iqbal; Nugroho, Fandi; Ardiansah, Feri
INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/integratif.v2i1.97

Abstract

This service activity aims to introduce teachers to the concept and benefits of using RPG applications in learning. Through structured sessions, participants are introduced to the basics of RPG, demonstrations of using the application in a classroom context, and discussions about its benefits in increasing student motivation and participation. Apart from that, this activity also discusses strategies for implementing RPG applications in the school curriculum. The results of this activity show that the RPG application has great potential to create a more interactive and enjoyable learning environment. RPGs can increase student engagement, motivate them through reward systems, and develop collaborative and problem-solving skills. Teachers who take part in this activity gain practical knowledge and skills to integrate this technology into their daily learning.
Pengembangan Media Kartu Kata Digital Berbasis Adobe Flash Cs6 Untuk Pemahaman Menyusun Kalimat Sederhana Siswa SD Sadira, Muhammad Rifandi; Arafatun, Sasih Karnita; Ardiansah, Feri
TERAMPIL: Jurnal Pendidikan dan Pembelajaran Dasar Vol 10 No 1 (2023): TERAMPIL
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/terampil.v10i1.14728

Abstract

Siswa mengalami kesulitan dalam menyusun kata menjadi sebuah kalimat sederhana dan belum adanya media pendukung serta minimnya penggunaan media sehingga guru kurang efektif dalam menyampaikan materi pembelajaran yang hanya terpaku oleh buku tematik. Tujuan penelitian untuk mengembangkan media kartu kata digital berbasis adobe flash cs6 sebagai pemahaman menyusun kalimat sederhana untuk siswa kelas II SD. Jenis penelitian yang digunakan ialah penelitian dan pengembangan (Research and Development) mengadopsi model Borg and Gall yang meliputi 10 langkah yakni potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, revisi produk, produk massal. Subjek penelitian kelas II SD berjumlah 30 siswa. Pengumpulan data melalui wawancara, angket (kuesioner) respon siswa dan validasi ahli sedangkan analisis data menggunakan deskripstif kuantitatif pada skala likert dan guttman. Hasil penelitian menunjukkan bahwa berdasarkan validasi ahli memperoleh 84% dan ahli media memperoleh 90% dengan kriteria sangat valid, sedangkan uji coba produk memperoleh 100% dan uji coba pemakaian memperoleh 100% dengan kriteria sangat praktis. Dapat disimpulkan jika media kartu kata digital berbasis adobe flash cs6 untuk pemahaman menyusun kalimat sederhana siswa kelas II SD yang telah dikembangkan dinyatakan valid dan praktis digunakan sebagai media pembelajaran
Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Pembelajaran Matematika Kelas IV Sekolah Dasar Fitriani, Fitriani; Ardiansah, Feri; Pitriyana, Sisi
All Fields of Science Journal Liaison Academia and Sosiety Vol 5, No 2: Juni 2025 Part 2
Publisher : Lembaga Komunikasi dan Informasi Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58939/afosj-las.v5i2.1048

Abstract

Penelitian ini dilatar belakangi permasalahan yaitu media pembelajaran yang digunakan pendidik kurang optimal. Pendidik belum mengembangkan media pembelajaran sesuai dengan kebutuhan, sehingga pembelajaran di kelas kurang efektif dan nilai Ulangan Harian Peserta didik masih rendah. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality yang valid, praktis dan efektif pada pembelajaran matematika kelas IV SDN 5 Pangkalan Baru. Jenis penelitian ini menggunakan metode Research and Development (RD) dengan menggunakan model pengembangan ADDIE. Subjek penelitian ini siswa kelas IV yang berjumlah 24 siswa. Teknik pengumpulan data dilakukan dengan angket dan tes. Teknik analisis data yang digunakan analisis kevalidan, kepraktisan, dan keefektifan media. Berdasarkan hasil perolehan angket ahli kevalidan memperoleh nilai yaitu penilaian materi presentase 85% “valid”, penilaian media presentase 89,3% “sangat valid” dan penilaian bahasa presentase 80% “valid”. Penilaian kepraktisan dilihat dari perolehan angket respon siswa uji coba kelompok kecil 88,9% “sangat praktis”, uji coba kelompok besar 88,3% “sangat praktis” dan uji kepraktisan oleh guru 82% “praktis”. Media Augmented Reality juga terbukti efektif digunakan dalam penelitian yang ditinjau dari hasil uji normalitas pretes 0,57 0,05 dan posttest 0,59 0,05 yang berarti data berdistribusi normal serta hasil uji t test dengan taraf signifikan 0,000 0,05, sehingga dapat disimpulkan media Augmented reality efektif digunakan dalam pembelajaran.