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Interactive Multimedia Oriented to The Mathematical Numeracy Skills of Junior High School Students Salsabila, Nilza Humaira; Baidowi, Baidowi; Azmi, Syahrul; Lu'luilmaknun, Ulfa
Al-Khawarizmi Vol 6, No 2 (2022): Al Khawarizmi: Jurnal Pendidikan dan Pembelajaran Matematika
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jppm.v6i2.15118

Abstract

This study aims to describe the validity of multimedia developed in junior high school mathematics learning. The multimedia developed is in the form of interactive multimedia with the local context of Lombok Island. Multimedia development is oriented towards mathematical numeracy skills in the material of probability. This research is development research using a design research model by Plomp which consists of 3 stages, namely Preliminary Research, Development or Prototyping Phase, and Assessment Phase. One of the criteria for multimedia to be said to be feasible is to meet the valid criteria. This study uses a multimedia validation sheet by media experts and material experts to assess the validity of the product. The results showed that the media expert's average score was 109 with a very good classification and the material expert's average score was 80 with a very good classification. So it can be concluded that the developed multimedia meets the valid criteria.
POTENTIAL OF USING LOCAL WISDOM IN MATHEMATICAL PROBLEM POSING E-MODULE: A NEED ANALYSIS Kertiyani, Ni Made Intan; Lu'luilmaknun, Ulfa; Azmi, Syahrul
Mathematics Education And Application Journal (META) Vol 5, No 2 (2023)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v5i2.4774

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Problem posing become one of the essential skills to promote in class. Meanwhile, there is still limited research on electronic teaching materials that integrated local wisdom to enhance student problem posing. The aim of this research is to investigated the perception of teacher about problem posing and the need to include local wisdom in electronic module. This research is descriptive research. The teachers who have implemented and have not implemented the teaching material to foster problem posing in Lombok Island, Indonesia become the subject of this study. The data was collected by questionnaire and interview. The questionnaire contains subject’s perception about problem posing and their need to integrate local wisdom in e-module. The data was analyzed by statistic descriptive and qualitative method. The majority of teachers believe that students need to enhance their problem posing skill. Furthermore, they require educational resources based on local wisdom, such as the Rinjani Geopark, to strengthen that skill. The findings of this study recommended that the development of an e-module to promote problem posing could be the next area of investigation..Keywords: problem posing, local wisdom, need analysis, teaching material, e-module. Kemampuan mengajukan pertanyaan (problem posing) menjadi salah satu kemampuan yang perlu dimiliki siswa di kelas. Namun, studi mengenai bahan ajar elektronik yang memfasilitasi pengembangan kemampuan ini masih terbatas. Penelitian ini bertujuan untuk menginvestigasi persepsi guru mengenai kemampuan problem posing dan kebutuhan mengenai bahan ajar elektronik untuk meningkatkan kemampuan ini dengan mengintegrasikan kerifan lokai di Pulau Lombok, Indonesia. Penelitian ini merupakan penelitian deskriptif. Subjek penelitian adalah guru yang sudah dan belum pernah mengajar menggunakan bahan ajar yang berorientasi pada peningkatan kemampuan problem posing. Data diperoleh dari kuisioner dan wawancara. Kuisioner berisi pertanyaan untuk menggali persepsi subjek mengenai problem posing dan kebutuhannya mengenai bahan ajar elektronik yang mengintegrasikan kearifan lokal. Data dianalisis menggunakan statistika deskriptif dan metode kualitatif. Mayoritas subjek guru meyakini bahwa siswa perlu meningkatkan kemampuan problem posing-nya. Lebih jauh, mereka memerlukan sumber belajar berdasarkan kearifan lokal sepergi Geopark Rinjani untuk memperkuat kemampuan tersebut. Selanjutnya, konstruksi bahan ajar elektronik untuk meningkatkan kemampuan ini menjadi potensi studi yang dapat diteliti.Kata kunci: problem posing, kearifan lokal, analisis kebutuhan, bahan ajar, modul elektronik.
FAKTOR-FAKTOR AFEKTIF YANG MEMPENGARUHI PEMAHAMAN KONSEP MATEMATIKA SISWA SEKOLAH MENENGAH Lu'luilmaknun, Ulfa; Salsabila, Nilza Humaira; Tyaningsih, Ratna Yulis
Mathematics Education And Application Journal (META) Vol 3, No 2 (2021)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (140.126 KB) | DOI: 10.35334/meta.v3i2.2398

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  This study aims to discuss several research results regarding the understanding of mathematical concepts that are influenced by affective factors possessed by high school students. Sources of data obtained from 9 research results consisting of 3 results of research on the effect of independent learning on students' understanding of mathematical concepts, and 3 results of research on the effect of self-confidence on students' understanding of mathematical concepts. From several research results, it can be concluded that motivation, learning independence, and self-confidence partially affect the understanding of high school students' mathematical concepts.Keywords: Mathematic Concept Understanding, Motivation, Self-regulated Learning, Self-confidence Tujuan dari penelitian ini yaitu untuk membahas beberapa hasil penelitian mengenai pemahaman konsep matematika yang dipengaruhi oleh beberapa faktor afektif yang dimiliki oleh siswa sekolah menengah. Sumber data diperoleh dari 9 hasil penelitian yang terdiri dari 3 hasil penelitian mengenai pengaruh motivasi belajar terhadap pemaham konsep matematika siswa, 3 hasil penelitian mengenai pengaruh kemandirian belajar terhadap pemaham konsep matematika siswa, dan 3 hasil penelitian mengenai pengaruh kepercayaan diri terhadap pemaham konsep matematika siswa. Dari beberapa hasil penelitian, dapat disimpulkan bahwa motivasi belajar, kemandirian belajar, dan kepercayaan diri berpengaruh secara parsial terhadap pemahaman konsep matematika siswa sekolah menengah. Kata kunci: Pemahaman Konsep Matematika, Motivasi Belajar, Kemandirian Belajar, Kepercayaan Diri
PEMANFAATAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS TEKNOLOGI: PERSEPSI SISWA SMA Lu'luilmaknun, Ulfa; Salsabila, Nilza Humaira; Junaidi, Junaidi; Wulandari, Nourma Pramestie; Apsari, Ratih Ayu
Mathematics Education And Application Journal (META) Vol 2, No 1 (2020)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (680.166 KB) | DOI: 10.35334/meta.v2i1.1629

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AbstractThe aim of this study is to determine the perceptions of high school students about the use of technology-based mathematics learning media. The subjects in this study were 108 high school students. Data collection was carried out using a questionnaire for students' perceptions of technology-based learning media. Data analysis in this study used descriptive statistical analysis with qualitative methods. The results showed that 21% of students more often used technology to learn mathematics, 63% of students more often used smartphones to study mathematics, and 40% of students more often used learning videos to study mathematics.Keywords:Mathematics Learning Media, Technology, Student PerceptionsAbstrakTujuan dalam penelitian ini yaitu untuk mengetahui persepsi siswa SMA terhadap penggunaan media pembelajaran matematika berbasis teknologi. Subjek dalam penelitian ini adalah 108 siswa SMA. Pengumpulan data dilakukan dengan menggunakan angket persepsi siswa terhadap media pembelajaran berbasis teknologi. Analisis data dalam penelitian ini menggunakan analisis statistik deskriptif dengan metode kualitatif. Hasil penelitian menunjukkan bahwa 21% siswa lebih sering memanfaatkan teknologi untuk belajar matematika, 63% siswa lebih sering menggunakan smartphone untuk belajar matematika, dan 40% siswa lebih sering menggunakan video pembelajaran untuk belajar matematika.Kata kunci:Media Pembelajaran Matematika, Teknologi, Persepsi Siswa
GAME EDUKASI PADA PEMBELAJARAN MATEMATIKA: TANGGAPAN SISWA SMP BERDASARKAN GENDER Salsabila, Nilza Humaira; Lu'luilmaknun, Ulfa; Novitasari, Dwi; Tyaningsih, Ratna Yulis; Ardani, Riska Ayu
Mathematics Education And Application Journal (META) Vol 2, No 1 (2020)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (316.324 KB) | DOI: 10.35334/meta.v2i1.1632

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AbstractThe use of media in mathematics learning can help students to learn more easily. One of them is educational game media. The study aims to describe the responses of junior high school students based on gender to learn mathematics by using educational game media. The subjects of this study were 7thand 8thgrade of junior high school students in Mataram-West Nusa Tenggara, a total of 101 students. Study data were obtained from a questionnaire about the use of educational games in mathematics classes. Study data processing using descriptive statistics, qualitative methods. The results of the study show that there are differences in responses between male and female students, towards: fun learning and increased motivation using media games and missions in educational games.Keywords: Edukasi, Game, Gender, MathematicsAbstrakPenggunaan media pada pembelajaran matematika dapat membantu siswa untuk lebih mudah belajar. Salah satunya media game edukasi. Adapun studi ini bertujuan untuk mendeskripsikan tanggapan siswa SMP berdasarkan gender terhadap pembelajaran matematika dengan menggunakan media game edukasi. Subjek penelitianini adalah siswaSMP kelas 7 dan 8 di Mataram-Nusa Tenggara Barat sebanyak 101 siswa. Data studi diperoleh dari kuesioner tentang penggunaan game edukasi di kelas matematika.Pengolahan data studi menggunakan statistic deskriptif ,metode kualitatif. Hasil studi menunjukkan bahwa terdapat perbedaan tanggapan antara siswa laki-laki dan perempuan, terkait: pembelajaran yang menyenangkan dan motivasi yang meningkatdenganmenggunakan media game, serta misi pada game edukasi.Kata kunci: Education, Game, Gender, Matematika
Pengembangan PowerPoint Interaktif Berorientasi terhadap Pemahaman Konsep Dasar Persamaan Diferensial Parsial Lu'luilmaknun, Ulfa; Kertiyani, Ni Made Intan; Arjudin, Arjudin
Mandalika Mathematics and Educations Journal Vol 6 No 1 (2024): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v6i1.7260

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The understanding of partial-differential equation basic concept is the basic knowledge needed to understand and determine general solutions on partial-differential equations. From the observation on the partial-differential equation class, there are still some students who are unable to understand the basic concept of partial-differential equation. This study aims to discover how the development of interactive PowerPoint learning media is oriented to the basic concept understanding of partial-differential equation. This study was an R&D research using 4D model by Thiagarajan through some stages namely define, design, develop, and dissemination. The instruments used were media expert and material expert validation sheets, student and practitioner response questionnaires, and Quizizz-assisted tests. There were 14 slides on the results of interactive PowerPoint development which contained the title of materials delivered, the learning goals to be achieved, interactive activities, evaluation and references. The interactive PowerPoint learning media can be said to be valid by media expert judgments and material expert judgments, and is practical to use according to the results of student and practitioner response questionnaires. Interactive PowerPoint media is also effective in helping understand the basic concepts of PDP.
Pengembangan E-Modul Berbasis Projek Penguatan Profil Pelajar Pancasila (P5) sebagai Sumber Belajar Berdiferensiasi untuk Matematika SMP Tyaningsih, Ratna Yulis; Baidowi; Azmi, Syahrul; Lu'luilmaknun, Ulfa
Mandalika Mathematics and Educations Journal Vol 6 No 1 (2024): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v6i1.7262

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The Pancasila Student Profile Strengthening Project (P5) is a form of implementation of the independent curriculum that aims to provide students with a more meaningful learning experience and process. P5 activities also apply the concept of differentiated learning, which emphasizes adapting to students' learning interests and readiness to obtain good learning results. Data in the field shows the lack of availability of the P5 module developed at SMPN 1 Pujut which is used as a guide for teachers and students in carrying out P5 activities. This research aims to create an E-Module based on the Strengthening Pancasila Student Profile (P5) Project as a Differentiated Learning Resource for Middle School Mathematics that is suitable for use. This type of research is Research and Development (R&D) using Plomp design research, including (1) preliminary research, (2) development or prototyping phase, and (3) assessment phase. The results of this research indicate that the P5 e-module is classified in the very valid category with content validity criteria of 90.28%, and construct validity of 90.97%. Therefore, the availability of interactive P5 modules helps teachers provide innovative ideas and references for creating similar or even better modules.
Pemanfaatan Teknologi Pada Media Pembelajaran Berbasis Etnomatematika Lu'luilmaknun, Ulfa; Novitasari, Dwi
Mandalika Mathematics and Educations Journal Vol 6 No 2 (2024): Edisi Desember
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v6i2.8313

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By using technology, learners can better understand mathematical concepts that are relevant to their local culture. Ethnomathematics focuses on the application of mathematics in a cultural context, and educational technology allows for the creation of more interactive and contextual learning media. The purpose of this study is to review articles related to the use of technology in ethnomathematics-based learning media. The Systematic Literature Review (SLR) method was used in this study to review existing literature on the use of technology in ethnomathematics-based learning. There were 14 relevant articles in 2024 selected and analyzed using SLR to determine the opportunities for technology in creating learning media based on local culture. The results of the analysis show that technology and culture have been utilized in mathematics learning and have positive effects. However, to achieve optimal success, special attention needs to be paid to aspects of technology accessibility and the development of materials that are relevant based on local culture
Game-Based Learning Media For Number Topic: Analysis And Design Salsabila, Nilza Humaira; Hapipi, Hapipi; Lu'luilmaknun, Ulfa
Jurnal Pendidikan Matematika VOLUME 8 NOMOR 2 DESEMBER 2021
Publisher : UIN Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jpm.v8i2.5749

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This study aims to describe the preliminary analysis on the development of game media and see the student's preliminary response to the developed game-based mathematics learning media that is oriented to the learning outcomes of junior high school students. Several previous research results have shown that game-based learning media can improve students' mathematics learning outcomes. The development of learning media is based on the ADDIE development model which consists of five stages, namely, analysis, design, development, implementation, and evaluation. The respondents in this study were junior high school students totaling 122 people. Students are given a questionnaire related to game development. The questionnaire consists of 5 closed statement questions, with 4 answers on a Likert scale, namely strongly agree, agree, disagree, strongly disagree. The results show that most students agree that game learning media is needed in number topic, game learning media that can be played on mobile phones will make students easier to learn, the display of the game media is attractive, the color combination in the game media is interesting, and the characters in the game media are interesting.
Efektivitas Media Pembelajaran LKPD ditinjau dari Minat Belajar Matematika Peserta Didik Kelas IX SMPN 3 Lingsar Tahun Ajaran 2024/2025 Lu'luilmaknun, Ulfa; Salsabila, Nilza Humaira; Janah, Baiq Liatul Ukmatul; Januarsi, Putri
Griya Journal of Mathematics Education and Application Vol. 5 No. 1 (2025): Maret 2025
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v5i1.545

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This study aims to determine the effectiveness of the Student Worksheet (LKPD) learning media in increasing the mathematics learning interest of ninth-grade students at SMPN 3 Lingsar in the 2024/2025 academic year. The research employed a pre-experimental method with a one-group pretest-posttest design. A total of 20 students were selected using purposive sampling. The research instrument was a learning interest questionnaire administered before and after learning activities using LKPD. Data were analyzed using the Shapiro-Wilk normality test, Levene's homogeneity test, and paired t-test. The results showed that the data were normally distributed and homogeneous. The paired t-test result indicated a p-value of 6.94 × 10⁻¹⁰ (< 0.05) with a t-value of 11.315. This finding demonstrates a significant difference between students' learning interest scores before and after using LKPD. Therefore, it can be concluded that the LKPD learning media is effective in increasing students’ interest in learning mathematics. This finding is expected to serve as a reference for teachers in selecting appropriate learning media to improve students' learning interest in the classroom.