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The Influence of the Teams Games Tournament (TGT) Learning Model Assisted by Wordwall on Motivation and Mathematics Learning Outcomes in the Society 5.0 Era Darmawati, Darmawati; Arifin, Sartika; Hakim, Fauziah
Mandalika Mathematics and Educations Journal Vol 7 No 3 (2025): Edisi September
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v7i3.10050

Abstract

The development of technology in the era of society 5.0 requires education to produce human resources that are adaptive to technology. Mathematics as a fundamental science is still considered difficult and monotonous, thus requiring innovative learning strategies. This study aims to determine the effect of the Teams Games Tournament (TGT) learning model assisted by Wordwall on students’ motivation and mathematics learning outcomes in grade XI at SMA Negeri 1 Bambang in the era of society 5.0. This research employed a quasi-experimental method with a Nonequivalent Control Group Design. The sample consisted of an experimental class (XI Health Specialization, 23 students) and a control class (XI Informatics Specialization, 28 students). The research instruments used were a learning motivation questionnaire, a learning outcome test, and an observation sheet. Data were analyzed descriptively and inferentially using a t-test. The results showed a significant increase in the experimental class, where students’ learning motivation rose from 62.74 to 74.22 and learning outcomes improved from 45.04 to 72.30, while the control class showed minimal improvement. Hypothesis testing (sig. 0.000 < 0.05) confirmed that the TGT model assisted by Wordwall had a significant effect on students’ motivation and mathematics learning outcomes. Therefore, this model is proven effective in improving the quality of mathematics learning in the society 5.0 era.
Mandarese Ethnomathematics: Lipa’ Sa’be Mandar and Its Relation with Mathematics Learning at Schools Aprisal; Arifin, Sartika
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 4 (2023): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i4.1188

Abstract

Lipa’ sa’be Mandar merupakan salah satu contoh identitas budaya masyarakat Mandar yang tidak lepas dari muatan konsep matematika. Penelitian ini bertujuan mengeksplorasi lipa’ sa’be Mandar sebagai sumber belajar matematika. Penelitian ini merupakan penelitian kualitatif dengan pendekatan etnografi. Data pada penelitian dikumpulkan dengan metode observasi, wawancara mendalam, dan dokumentasi. Subjek pada penelitian ini adalah kelompok ibu rumah tangga di Desa Gulung Talu Kec. Balanipa. Teknik analisis data pada penelitian ini terdiri dari reduksi data, penyajian data, dan menarik kesimpulan. Eksplorasi lipa’ sa’be Mandar menunjukkan bahwa terdapat konsep matematika pada proses pembuatan dan corak lipa’ sa’be Mandar. Konsep matematika tersebut antara lain: konsep pengukuran, konsep garis singgung lingkaran, dan konsep himpunan. Lipa' sa'be Mandar is an example of the cultural identity of the Mandar people which cannot be separated from the content of mathematical concepts. This research was conducted to explore lipa’ sa’be Mandar as mathematics learning resources. This study is qualitative research with ethnographic approach. The data in this study were collected by observation, interview and documentation methods. The subjects in this study were community groups or housewives in Gulung Talu village, Balanipa distric. The data were analyzed using data reduction, data presentation, and making conclusion. Exploration of lipa’ sa’be Mandar shows that there are mathematical concepts in manufacturing process and pattern of lipa’ sa’be Mandar. These mathematical concepts include: the concept of measurement, the concept of circle tangent line, and the concept of sets.
Pelatihan Peningkatan Literasi melalui Permainan Edukatif pada Anak Lingkungan Tamo Dhua Arifin, Sartika; Aprisal, Aprisal; Nurhidayah, Nurhidayah; Adinang, Adinang; Muliadi, Aldi; Hasrat, Muh
Prima Abdika: Jurnal Pengabdian Masyarakat Vol. 3 No. 3 (2023): Volume 3 Nomor 3 Tahun 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Flores Ende

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/abdika.v3i3.3060

Abstract

. Literacy improvement training in both reading and arithmetic with educational games for children in the Tamo Dhua neighborhood, Majene Regency, will be held in June - July 2023. The activity begins with initial observations to find out real data on the literacy skills of children in the Tamo Dhua neighborhood, Majene Regency, then holding numeracy training with educational games, reading training with educational games as well as providing an evaluation in the form of a rating of 1 to determine the ability of participants after being given training. The results obtained are that children are enthusiastic and active in receiving the material provided. Children who initially could not recognize letters and numbers, after attending the training were able to recognize letters and numbers and some even could read or count.
Peningkatan Kemampuan Guru Membuat Media Pembelajaran Berbasis Aplikasi Canva di Sekolah Penggerak Nurhidayah, Nurhidayah; Arifin, Sartika; Latifa, Nur Fajriyah; Hikma, Hikma
Prima Abdika: Jurnal Pengabdian Masyarakat Vol. 3 No. 4 (2023): Volume 3 Nomor 4 Tahun 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Flores Ende

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/abdika.v3i4.3348

Abstract

The low ability of teachers to present digital-based learning makes teachers less than optimal in implementing learning with an independent curriculum. In implementing the independent curriculum, it is emphasized that learning resources are not only in the form of books, but can also use videos, interesting pictures, etc. so that they can increase children's motivation to participate in the learning process. Therefore, this PKM is implemented with the aim of improving teachers' ability to operate IT, especially in creating interesting learning media. The methods used in this PKM are lectures, simulations and workshops. The PKM implementation stage includes the first stage, namely coordinating and analyzing needs, the second stage is socializing Canva learning media, the third stage is training using the Canva application, and the fourth stage is evaluating teacher abilities. The expected result is that this activity can improve teachers' abilities in operating IT and can create interesting learning media. The result of implementing this community service is that there is an increase in teachers' ability to use the Canva application to create interactive and interesting learning media so that they can carry out fun and meaningful learning.
Workshop Media Pembelajaran Interaktif Berbasis Autoplay Media Studio Amaliyah AR, Rezki; Murtafiah, Murtafiah; Amin, Nursafitri; Arifin, Sartika
GLOBAL ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2022): Mei 2022, GLOBAL ABDIMAS
Publisher : Unit Publikasi Ilmiah Perkumpulan Intelektual Madani Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51577/globalabdimas.v2i1.348

Abstract

Media pembelajaran merupakan salah satu bagian terpenting dalam proses belajar mengajar. Banyak jenis media pembelajaran yang dapat digunakan, salah satunya adalah media pembelajaran berbasis teknologi informasi. Penggunaan media berbasis teknologi berkembang pesat pada abad ini sehingga menuntut para pendidik untuk dapat menguasai berbagai aplikasi media pembelajaran interaktif. Namun kenyataannya, pendidik saat ini belum sepenuhnya menguasai teknologi khususnya dalam mendesain media pembelajaran interaktif berbasis aplikasi autoplay media studio. Oleh sebab itu perlu dilaksanakan suatu kegiatan workshop untuk melatih keterampilan pendidik mendesain media pembelajaran interaktif berbasis autoplay media studio. Workshop ini dilaksanakan selama empat hari. Hari pertama pemaparan materi oleh narasumber kepada peserta dan tiga hari berikutnya penyesaian tugas mandiri oleh peserta workshop. Hasil yang diperoleh setelah dilaksanakan workshop ini yaitu peserta merespon posistif kegiatan yang telah dilakukan serta peserta mampu mendesain media pembelajaran interaktif berbasis autoplay media studio.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA SISWA KELAS VIII SMPN 1 MAJENE Musdalifah; Barambangi, Jamil; Arifin, Sartika
PEDAMATH: Journal on Pedagogical Mathematics Vol 5 No 2 (2023): Journal on Pedagogical Mathematics
Publisher : Universitas Sulawesi Barat

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

Abstract

Tujuan penelitian ini adalah untuk mengetahui pengaruh model pembelajaran problem based learning (PBL) terhadap kemampuan pemecahan masalah matematika siswa. Penelitian ini dilaksanakan di SMPN 1 Majene pada semester genap tahun ajaran 2022/2023, dengan materi bangung ruang sisi datar.Populasi pada penelitian ini adalah seluruh siwa kelas VIII SMPN 1 Majene, sampel penelitian ini yaitu kelas VIII.C sebagai kelas eksperimen dan VIII.E sebagai kelas kontrol, dengan teknik pengambilan sampel menggunakan sampling purposive.Penelitian ini menggunakan jenis penelitian quasi eksperimental design. Hasil analisis inferensial menunjukkan terdapat pengaruh penggunaan model pembelajaran problem based learning terhadap kemampuan pemecahan masalah matematika siswa, dengan nilai signifikansi pada kedua kelas 0, 000 < 0, 05 maka H0 ditolak.
Pelatihan Pemanfaatan AI untuk Efisiensi Dokumen dan Penulisan Laporan bagi Pegawai SPNF SKB Majene Arifin, Sartika; Aprisal; Hertanti, Alfiraminta
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2025): November 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i2.831

Abstract

This community service activity (PkM) is in the form of training to use of AI for document efficiency and report writing for SPNF SKb Kab. Majene employees, which was held for 8 meetings, namely from July to August 2025. AI training activities for document and report preparation were carried out to address the challenges of rapid technological developments. This training activity consists of three stages, namely: 1) the observation stage, 2) the implementation stage consisting of module preparation and training implementation, and 3) the evaluation stage. The materials presented in this training are Ms. Office (Ms. Word and Excel) for document management, the use of AI such as ChatGPT and Grammarly for document and report preparation, and Canva for document design. The results of the AI ​​​​utilization training received a good response from the training participants. Furthermore, the results of the AI ​​​​training showed an increase in the competence of SPNF SKB Kab. Majene employees in preparing reports and other official documents. Documents prepared using AI are more credible and efficient in terms of time.