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Development of Web-Based Interactive Learning Media on Lines and Angles Material in 7th grade of Junior High School Novianti, Vina; Utomo, Dwi Priyo; Dintarini, Mayang
MEJ (Mathematics Education Journal) Vol 3, No 1 (2019)
Publisher : Study Program of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1086.345 KB) | DOI: 10.22219/mej.v3i1.8422

Abstract

This research aimed at: 1) analyzing and describing the development of web-based interactive learning media, 2) analyzing and describing the effectiveness of web-based interactive learning media. The approach of this research was descriptive quantitative. The subjects of this research were the students of 7th grade of Junior High School. The instruments that used were the validation sheets of media and material experts, students? response questionnaires, and test. The data analysis was done by calculating the score of each indicator to find out the validity, students? responses, and the students? learning outcomes.  Based on the validation result that obtained from the analysis of media validation, it was obtained the averages of 3,56 and it was very valid and the result of material validation analysis obtained the averages of 3,29 that meant valid. Therefore, the learning media was stated as proper to be tested.  However, the analysis result of students? response analysis was obtained the averages of 87%, in which the learning media got very good response both of students and the students? learning outcomes that showed the percentages of students achieved the KKM (Minimum Completeness Criteria) in the score of 75 as much as 100% with a very high criterion. Therefore, the web-based interactive learning media was stated as effective and could be used in the learning process.
IMPLEMENTATION OF PATIL LELE TRADITIONAL GAME AS ETHNOMATHEMATICS TO IMPROVE STUDENT’S PERSPECTIVE TO MATHEMATICS Rahmawati, Nuzul Putri; In?am, Akhsanul; Dintarini, Mayang
MEJ (Mathematics Education Journal) Vol 3, No 2 (2019)
Publisher : Study Program of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (804.163 KB) | DOI: 10.22219/mej.v3i2.11070

Abstract

The aim of this research is as an effort students? perspective on mathematics and the preservation of traditional Indonesian games. As for the background of this writing, because Indonesia is a country that has a diversity of cultures, one of them is traditional games. The current of globalization in Indonesia has the effect of threatening extinction towards various traditional Indonesian games. On other hand, the problem is the majority of students consider mathematics learning is difficult and unpleasant lesson. This research takes one of the traditional Indonesian games namely patil lele to be implicated in mathematics learning. This research used descriptive qualitative research with the aim of describing, explaining, and interpreting the implementation of traditional game patil lele as ethnomatematics qualitatively using observation, documentation, and filling questionnaires and tests. The results showed that the use of patil lele games introduce students to traditional games, foster social attitudes, collaborate with students, and help students understand the concept of distance between points. After applying traditional patil lele games, students can get to know the game. By introducing this game, students can love their own culture that is Indonesian culture with their participation in preserving traditional patil lele games. The application of traditional patil lele games can reduce the abstractness of mathematics by visualizing the material of distance between points through the game. Thus, the implementation can provide a good image of mathematics subjects students? perspective
Peningkatan Aktifitas Kolaboratif Dan Hasil Belajar. Siswa Melalui Guided Discovery Learning Berbantuan Puzzel Awaluddin, Awaluddin; Inganah, Siti; Jamil, Anis Farida; Dintarini, Mayang; Zukhrufurrohmah, Zukhrufurrohmah
Jurnal Derivat: Jurnal Matematika dan Pendidikan Matematika Vol 5, No 2 (2018): Jurnal Derivat (Desember 2018)
Publisher : Pendidikan Matematika Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (820.525 KB) | DOI: 10.31316/j.derivat.v5i2.140

Abstract

Nowadays, the government is promoting the Individual Learning Activity Sheet (UKBM) for the student in mathematics learning. UKBM provides opportunities for students to study independently and provides the chance for students to complete assignments (UKBM) differently for each student in one class. The aim of this study was to increase collaborative activity skills and student’s learning outcomes through puzzle-assisted Guided Discovery Learning learning models. This study was a classroom. action research within two cycles consisting of the planning stage, implementation stage, observation stage, and reflection stage. The instruments used were observation sheets and test sheets. The teaching material is UKBM. The results of a guided discovery learning study assisted by puzzles with UKBM teaching materials there is an increase in student’s collaborative abilities and learning outcomes. Keywords: Guided Discovery Learning, Collaborative Ability, Learning Outcomes, Media Puzzle
Penerapan Model Guided Discovery Learning Dengan Mind Mapping Untuk Meningkatkan Kreativitas Mahasiswa Putri, Alfiani Athma; Susanti, Reni Dwi; Dintarini, Mayang
Jurnal Derivat: Jurnal Matematika dan Pendidikan Matematika Vol 4, No 1 (2017): Jurnal Derivat (Juli 2017)
Publisher : Pendidikan Matematika Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1914.395 KB) | DOI: 10.31316/j.derivat.v4i1.160

Abstract

The aim of this research is to describe the application of guided discovery learning model with mind mapping that could increase students creativity in compiling the thesis proposal. The approach of this research is descriptive qualitative with the research subjects are 3rd-grade students of Mathematics study program of UMM that taking the Research Methodology course.            The steps of this research are planning, implementation, analysis, and evaluation respectively. The Guided discovery Model Learning with Mind Mapping is applied at the implementation stage, where students are required to develop research proposals based on guided discovery learning steps, that is (1) provision of stimuli, (2) problem identification, (3) completion data, (4) data processing, (5) verification, and (6) generalizations, which have been compiled in textbooks of Research Methodology courses. The results of this research found that students have difficulties in determining the topic of research, the reference, and the types of research and instruments to be used.Keywords: guided discovery learning, mind mapping, creativityKeywords: guided discovery learning, mind mapping, creativity
Microsoft Form as a Scaffolding-Based Geometry Learning Media in Online Learning Zukhrufurrohmah, Zukhrufurrohmah; Dintarini, Mayang
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 2 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i2.30542

Abstract

Geometry learning outcomes are lower than other mathematical fields, so media are needed to overcome students' difficulties solving geometry problems. This study aims to produce a product in online learning media for scaffolding-based geometry materials using Microsoft Form. There are three stages of Research and Development research, namely preliminary research, prototyping, and assessment. The validation results show that the scaffolding-based media developed is valid with a percentage of 76%. Field notes show that the scaffolding-based media developed can be used easily and practically by lecturers and students. A positive response was also given by 30 third semester students who used media in learning circle material. The test results showed that 73% of the total number of students scored no less than 70. Therefore, the scaffolding-based media developed was declared valid, practical, and effective in learning circle material.Hasil belajar geometri lebih rendah dibandingkan bidang matematika lainnya, sehingga diperlukan media untuk mengatasi berbagai kesulitan siswa dalam menyelesaikan permasalahan geometri. Penelitian ini bertujuan untuk menghasilkan produk berupa media pembelajaran online materi geometri berbasis scaffolding menggunakan Microsoft Form. Tiga tahapan penelitian Research and Development penelitian ini yaitu penelitian pendahuluan, pembuatan prototipe, dan asesmen. Hasil validasi menunjukkna bahwa media berbasis scaffolding yang dikembangkan valid dengan persentase 76%. Catatan lapangan menunjukkan media berbasis scaffolding yang dikembangkan dapat digunakan dengan mudah dan praktis oleh dosen maupun mahasiswa. Respon positif juga diberikan oleh 30 mahasiswa semester 3 yang menggunakan media pada pembelajaran materi lingkaran. Hasil tes menunjukkan bahwa 73% dari jumlah mahasiswa mendapatkan nilai tidak kurang dari 70. Oleh karena itu media berbasis scaffolding yang dikembangkan dinyatakan valid, praktis dan efektif dalam pembelajaran materi lingkaran.
Development of Web-Based Interactive Learning Media on Lines and Angles Material in 7th grade of Junior High School Vina Novianti; Dwi Priyo Utomo; Mayang Dintarini
MEJ (Mathematics Education Journal) Vol. 3 No. 1 (2019)
Publisher : Department of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/mej.v3i1.8422

Abstract

This research aimed at: 1) analyzing and describing the development of web-based interactive learning media, 2) analyzing and describing the effectiveness of web-based interactive learning media. The approach of this research was descriptive quantitative. The subjects of this research were the students of 7th grade of Junior High School. The instruments that used were the validation sheets of media and material experts, students’ response questionnaires, and test. The data analysis was done by calculating the score of each indicator to find out the validity, students’ responses, and the students’ learning outcomes.  Based on the validation result that obtained from the analysis of media validation, it was obtained the averages of 3,56 and it was very valid and the result of material validation analysis obtained the averages of 3,29 that meant valid. Therefore, the learning media was stated as proper to be tested.  However, the analysis result of students’ response analysis was obtained the averages of 87%, in which the learning media got very good response both of students and the students’ learning outcomes that showed the percentages of students achieved the KKM (Minimum Completeness Criteria) in the score of 75 as much as 100% with a very high criterion. Therefore, the web-based interactive learning media was stated as effective and could be used in the learning process.
Implementation of Patil Lele Traditional Game As Ethnomathematics to Improve Student’s Perspective to Mathematics Nuzul Putri Rahmawati; Akhsanul In’am; Mayang Dintarini
MEJ (Mathematics Education Journal) Vol. 3 No. 2 (2019)
Publisher : Department of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/mej.v3i2.11070

Abstract

The aim of this research is as an effort students’ perspective on mathematics and the preservation of traditional Indonesian games. As for the background of this writing, because Indonesia is a country that has a diversity of cultures, one of them is traditional games. The current of globalization in Indonesia has the effect of threatening extinction towards various traditional Indonesian games. On other hand, the problem is the majority of students consider mathematics learning is difficult and unpleasant lesson. This research takes one of the traditional Indonesian games namely patil lele to be implicated in mathematics learning. This research used descriptive qualitative research with the aim of describing, explaining, and interpreting the implementation of traditional game patil lele as ethnomatematics qualitatively using observation, documentation, and filling questionnaires and tests. The results showed that the use of patil lele games introduce students to traditional games, foster social attitudes, collaborate with students, and help students understand the concept of distance between points. After applying traditional patil lele games, students can get to know the game. By introducing this game, students can love their own culture that is Indonesian culture with their participation in preserving traditional patil lele games. The application of traditional patil lele games can reduce the abstractness of mathematics by visualizing the material of distance between points through the game. Thus, the implementation can provide a good image of mathematics subjects students’ perspective
Research Based Learning on Student Learning Outcomes in Statistics Course Mayang Dintarini; Adi Slamet Kusumawardhana
MEJ (Mathematics Education Journal) Vol. 4 No. 2 (2020)
Publisher : Department of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/mej.v4i2.12334

Abstract

This study aims to describe the application of research-based learning in statistics courses, and determine its effectiveness on student learning outcomes in statistics. This research was an experimental research with a qualitative quantitative approach. The research design used posttest only design, where there were two classes studied, one experimental class and one control class. The population and sample of this research were University of Muhammadiyah Malang students who were taking Statistics courses. The experimental class was given treatment research-based learning, while the control class was given conventional learning. Then both classes were given a posttest to find out the learning outcomes. Analysis of research data using independent sample T-Test. The effectiveness of the application of Research-Based Learning can be seen by comparing the average final work of experimental and control class students. Based on the data processing with SPSS, the average of the experimental group was better than the control group and showed that Research-based Learning had an impact on the average final grades of experimental class students so that it becomes better than the average control class students.
Students' Activity in Online Learning Application Using LAPS-Heuristic Model in Geometry Material Anis Farida Jamil; Mayang Dintarini
Mathematics Education Journal Vol. 5 No. 1 (2021): Vol. 5 No. 1 (2021)
Publisher : Department of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/mej.v5i1.15062

Abstract

During the Covid-19 pandemic, learning was fully carried out online. However, the implementation of learning is still not optimal, especially in evaluating student activities.Using online learning, lecturers have difficulty observing student activities, and mostly, online learning was done using assignments or even a teacher-centered. This research was expected to accommodate the application of online learning by the student center using the LAPS-Heuristic model. This study aims to describe student activities in the application of online learning using the Logan Avanue Problem Solving (LAPS)-Heuristic model on geometry material. This research uses a descriptive qualitative-quantitative approach. The research steps were carried out, starting from research planning, implementing the LAPS-Heuristic model online, analyzing, and evaluating activities. Student activity data were obtained from observations made by researchers and one observer. Based on the findings in the study, student activities in the application of online learning using the LAPS-Heuristic model on geometry material are described in 7 aspects. The seven aspects are visual, verbal, listening, writing, drawing, calculating / problem solving, and emotional aspects. In learning reflection material online by applying the LAPS Heuristic learning model, the seven aspects of the activity appear very well.
ANALISIS PEMBERIAN SCAFFOLDING MELALUI ONLINE FORM UNTUK MENGATASI KESULITAN BERPIKIR SPASIAL MAHASISWA Mayang Dintarini; Zukhrufurrohmah Zukhrufurrohmah
Delta: Jurnal Ilmiah Pendidikan Matematika Vol 9, No 2 (2021): Delta : Jurnal Ilmiah Pendidikan Matematika
Publisher : Universitas Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31941/delta.v9i2.1414

Abstract

Banyak kesulitan dan hambatan yang dihadapi dalam pembelajaran online, termasuk di dalamnya kesulitan berpikir spasial yang muncul pada perkuliahan Geometri. Sehingga perlu adanya bantuan-bantuan yang diberikan dosen ataupun peneliti untuk mengatasi kesulitan tersebut. Salah satu usaha yang dilakukan yaitu dengan menggunakan online form yang memuat scaffolding. Pada penelitian akan dideskripsikan pemberian scaffolding dalam mengatasi kesulitan berpikir spasial mahasiswa melalui media berbasis online form. Penelitian ini merupakan penelitian kualitatif deskriptif. Subyek penelitian merupakan 34 mahasiswa yang mengikuti pembelajaran daring matakuliah Geometri Analitik. Materi yang digunakan pada penelitian ini adalah lingkaran, yang disajikan dalam online form yang sudah dilengkapi dengan scaffolding. Hasil penelitian sekitar 21% mahasiswa mengalami kesulitan berpikir spasial dalam mengerjakan tiap soal geometri, yang kemudian pemberian scaffolding dapat mengatasi kesulitan tersebut. Rata-rata mahasiswa dapat mengatasi kesulitannya pada pemberian scaffolding kedua dan ketiga.