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Students’ problem-solving skills in HOTS geometry tasks: A case study of spatial ability Musa, Lisa Aditya Dwiwansyah; Munir, Nilam Permatasari; Muhammad Ikram; Javier Garcia Garcia; Camilo Andres Rodriguez-Nieto
Al-Jabar: Jurnal Pendidikan Matematika Vol 16 No 2 (2025): 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.v16i2.28482

Abstract

Purpose: This study aims to analyze the problem-solving processes of students with high spatial ability when solving geometry problems based on Higher Order Thinking Skills (HOTS). The research was motivated by the persistently low performance of Indonesian students in international assessments such as PISA and TIMSS, highlighting the need to explore cognitive factors that underpin HOTS, particularly spatial reasoning. Method: A qualitative descriptive approach was employed. Two students with high spatial ability were selected through a snowball sampling technique, based on spatial ability test results and teacher recommendations. Data were gathered through unstructured interviews and classroom observations, focusing on how the participants approached and solved HOTS-based geometry problems. The collected data were analyzed through three stages: data reduction, data display, and conclusion drawing. Findings: The findings show that students with high spatial ability demonstrate effective visualization and reasoning processes that enable them to comprehend problem statements, identify relevant information, and design appropriate strategies for solving HOTS-based geometry problems. They can implement their strategies accurately, evaluate their reasoning, and justify their conclusions confidently. Significance: This study underscores the pivotal role of spatial ability in fostering students’ Higher Order Thinking Skills in geometry learning. The findings suggest the need to incorporate spatial reasoning tasks into mathematics instruction and to design HOTS assessment instruments that account for students’ spatial cognitive profiles.
Pengembangan Media Pembelajaran Matematika Berbasis Audio Visual untuk Peserta Didik Kelas II Sekolah Dasar Lestari, Riska; Rustan, Edhy; Munir, Nilam Permatasari
Jurnal Pendidikan Refleksi Vol. 12 No. 4 (2024): Jurnal Pendidikan Refleksi
Publisher : P3I Luwu Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Artikel ini membahas tentang pengembangan media pembelajaran pada materi kelipatan persekutuan terkecil dan faktor persekutuan terbesar terintegrasi (audio visual). Penelitian ini bertujuan: a) Untuk mengetahui hasil Pengembangan, Validitas, dan Praktikalitas produk pengembangan media pembelajaran terintegrasi audio visual dalam keterampilan berhitung KPK dan FPB. Jenis penelitian ini menggunakan penelitian Research and Development (R&D). Tahap penelitian menggunakan model ADDIE, yaitu analysis, design, development, implementation, dan evaluation. Produk yang dihasilkan yaitu media pembelajaran terintegrasi audio visual yang memilii durasi 10 menit. yang didalamnya terdapat materi kelipatan persekutuan terkecil dan faktor persekutuan terbesar. Didalam media ini ada beberapa poin yang pertama itu tujuan pembelajaran, pengertian dari kelipatan dan faktor, untuk mencari nilai KPK dan FPB selanjutnya ada latihan mengerjakan soal, dan akhir dalam media ini ada kunci jawaban. Kegunaan media ini yaitu untuk membantu guru dalam pembelajaran dan menumbuhkan rasa minat siswa dalam belajar. Hasil validitas dari masing-masing ahli. Hasil validasi oleh ahli materi 95,83% (sangat valid), ahli media 85,71% (sangat valid), ahli bahasa 93,75% (sangat valid). Kepraktisan 92,5% dengan memenuhi kategori sangat praktis. Pengembangan media pembelajaran terintegrasi audio visual dinyatakan sangat layak dan mendapatkan respon positif untuk dijadikan sebagai media pembelajaran.
Implementasi Media Pembelajaran Aplikasi 25 Kisah Nabi dan Rasul untuk Peningkatan Hasil Belajar Akidah Munir, Wahyuni; Munir, Humaerah; Munir, Nilam Permatasari; Munir, Fairus Suryani
IQRO: Journal of Islamic Education Vol. 5 No. 1 (2022): JULI 2022
Publisher : Prodi Pendidikan Agama Islam FTIK IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/iqro.v5i1.2867

Abstract

Learning media is an important role in the learning process, especially during the learning period from home. Teachers try to maximize learning by utilizing various learning resources such as applications on the Playstore, namely 25 stories of prophets and apostles. The purpose of this research was to determine the increase in learning outcomes of moral aqidah through the application of  25 Stories of the Prophets and Apostles. This research was a class action research in odd semester 2020/2021 for class X MA DDI Taqwa Parepare as many as 17 students. The research instrument was a test of moral aqidah learning outcomes, observation sheets, and student responses. Analysis of the data used is descriptive average statistic. The result of this research is  that students' activities when using learning media in the first cycle are in the active category and the second cycle is in the very active category. The learning outcomes of students' moral aqidah in the first cycle of 61.75 are in the good category, and the learning outcomes in the second cycle of 83.25 are in the very good category. Students responded positively to the learning media for the stories of 25 Prophets and Apostles.
Pengembangan Media Pembelajaran Boneka Tangan Interaktif untuk Meningkatkan Hasil Belajar Operasi Hitung Sederhana pada Siswa Kelas II SD Negeri 54 Salupikung, Kota Palopo Said, Suci Ramadani; Baderiah; Munir, Nilam Permatasari
Indo-MathEdu Intellectuals Journal Vol. 7 No. 2 (2026): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i2.5291

Abstract

This study aims to develop and test the feasibility of an interactive hand puppet learning aid for teaching simple arithmetic operations to Year 2 primary school pupils. The study employed the Research and Development (R&D) method using the ADDIE development model, which comprises the analysis, design, development, implementation, and evaluation stages. The research subjects were 24 Year 2 pupils at SD Negeri 54 Salupikung, whilst the research object was the interactive hand puppet learning medium. Data collection techniques included interviews, questionnaires, and tests, with data analysis conducted both qualitatively and quantitatively. The product developed was an interactive hand puppet resembling the cartoon characters Nussa and Rara, equipped with symbols for simple arithmetic operations. The validity test results indicated that the media fell into the ‘highly valid’ category, with a score of 84.9% from media experts and 94.4% from subject matter experts. The practicality test conducted by the pupils yielded a score of 90.2%, falling into the ‘highly practical’ category. Furthermore, the results of the effectiveness test using an N-Gain of 0.81 indicate that the interactive hand puppet learning medium is effective in improving pupils’ learning outcomes in simple arithmetic operations. Consequently, the learning medium developed is deemed valid, practical, and effective for use in mathematics lessons in Year 2 of primary school.
ARUNG: A Cultural Heritage-Based Application for Android Augmented Reality in Learning Geometry Munir, Nilam Permatasari; Anas, Aswar; Musa, Lisa Aditya Dwiwansyah; Ndemo, Zakaria
Journal of Innovation in Educational and Cultural Research Vol 7, No 2 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i2.2522

Abstract

Although Augmented Reality (AR) has been extensively discussed and reported in mathematics education, there is limited research on its integration with local culture. This study introduces ARUNG, an Android-based application that integrates cultural heritage into geometry education. The innovation focuses on three main aspects: the integration of local cultural heritage into ARUNG, the design of the ARUNG system for geometry learning, and the analysis of the effectiveness on geometry concept comprehension. A research and development (RD) study was conducted, involving three stages: input, output, and feedback. ARUNG was applied to 25 junior high schools in the eighth grade. Data on the conceptual understanding test results were analyzed to test the research hypothesis using a paired t-test. Cultural heritage markers integrated into ARUNG included Walasuji (cube), the walls of the Jami Tua Mosque in Palopo (rectangular prism), the Soko Guru pole (twelve-sided prism), the royal tomb of Lokko’e (square prism), and the PNIEL church (octagonal pyramid). The findings revealed that students' average comprehension of geometry concepts improved after using ARUNG compared to before. This research contributes to the field by introducing an innovative AR learning medium that incorporates cultural heritage, thereby promoting cultural awareness.
Pembelajaran Operasi Hitung Berbasis Hands-on Learning: Integrasi Metode Jarimatika untuk Meningkatkan Keterlibatan dan Hasil Belajar Siswa Sukmawati, Sukmawati; Sukirman, Sukirman; Munir, Nilam Permatasari
Jurnal Riset dan Inovasi Pembelajaran Vol. 6 No. 1 (2026): Januari-April 2026
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/jrip.v6i1.4309

Abstract

Penelitian ini bertujuan untuk menganalisis efektivitas integrasi metode Jarimatika berbasis hands-on learning dalam meningkatkan kemampuan operasi hitung dan aktivitas belajar siswa sekolah dasar. Penelitian ini menggunakan pendekatan penelitian tindakan kelas dengan model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus. Subjek penelitian terdiri atas 30 siswa kelas IV sekolah dasar. Data dikumpulkan melalui observasi aktivitas guru dan siswa serta tes kemampuan operasi hitung. Analisis data dilakukan secara deskriptif kuantitatif dan kualitatif dengan membandingkan hasil antar-siklus. Hasil penelitian menunjukkan bahwa penerapan metode Jarimatika berbasis hands-on learning secara signifikan meningkatkan kemampuan operasi hitung siswa. Ketuntasan belajar meningkat dari 53% pada pra-siklus menjadi 67% pada siklus I dan mencapai 93% pada siklus II. Aktivitas belajar siswa juga mengalami peningkatan dari kategori kurang aktif menjadi sangat aktif setelah penggunaan media papan tangan Jarimatika. Penelitian ini terbatas pada satu kelas dengan waktu pelaksanaan yang relatif singkat serta menggunakan analisis deskriptif, sehingga hasilnya belum dapat digeneralisasikan secara luas. Temuan penelitian ini memberikan alternatif strategi pembelajaran matematika yang menekankan pengalaman langsung, visual, dan kinestetik untuk meningkatkan kualitas pembelajaran operasi hitung. Penelitian ini menawarkan kebaruan melalui integrasi metode Jarimatika dengan pendekatan hands-on learning berbantuan media papan tangan sebagai upaya memperkuat pemahaman konsep operasi hitung siswa sekolah dasar.
PENGARUH REWARD DAN PUNISHMENT TERHADAP MINAT BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PAI DAN BP DI KELAS V SDN 65 BUA KABUPATEN LUWU Hazbullah, Andi Muhammad Fajar; Marwiyah, St.; Munir, Nilam Permatasari
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 1 (2026): Vol. 6 No. 1 Edisi Februari 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i1.3935

Abstract

Penelitian ini bertujuan untuk mengetahui gambaran dan pengaruh reward dan punishment terhadap minat belajar pada Mata Pelajaran Pendidikan Agama Islam dan Budi Pekerti di Kelas V Sekolah Dasar Negeri 65 Bua Kabupaten Luwu. Jenis penelitian yang digunakan adalah penelitian ex post facto dengan menggunakan pendekatan kuantitatif. Instrumen yang digunakan adalah lembar kuesioner reward, punishment dan minat belajar. sampel pada penelitian ini adalah seluruh peserta didik  kelas V SDN 65 Bua yang berjumlah 57 orang. Teknik pengumpulan data yang digunakan adalah kuesioner reward, kuesioner punishment, kuesioner minat belajar dan dokumentasi. Teknik analisis data yang digunakan dalam penelitian ini adalah uji regresi linear berganda. Hasil penelitian menunjukkan bahwa secara deskriptif, variabel reward, punishment, dan minat belajar berada pada kategori sedang. Secara parsial, pemberian reward berpengaruh positif dan signifikan terhadap minat belajar peserta didik, dibuktikan oleh nilai t-hitung sebesar 6,773 > t-tabel 1,674 dengan signifikansi 0,000 < 0,05. Pemberian punishment juga menunjukkan pengaruh positif dan signifikan, dengan nilai t-hitung sebesar 2,213 > t-tabel 1,674 dan signifikansi 0,031 < 0,05. Secara simultan, reward dan punishment berpengaruh positif dan signifikan terhadap minat belajar peserta didik, ditunjukkan melalui nilai f-hitung sebesar 55,261 > f-tabel 3,17 dan tingkat signifikansi 0,000 < 0,05. Adapun koefisien determinasi (R²) sebesar 67,2% menunjukkan bahwa pemberian reward dan punishment secara bersama-sama memberikan kontribusi yang besar terhadap peningkatan minat belajar peserta didik.