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The Perspectives of Mathematics Pre-Service Teacher Student Toward the Use of Educational Games in Mathematics Learning Nilza Humaira Salsabila; Ulfa Lu'luilmaknun; Ratih Ayu Apsari; Nourma Pramestie Wulandari; Sripatmi Sripatmi
Edumatika : Jurnal Riset Pendidikan Matematika Vol. 3 No. 2 (2020): November 2020, Edumatika : Jurnal Riset Pendidikan Matematika
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan IAIN Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (291.251 KB) | DOI: 10.32939/ejrpm.v3i2.527

Abstract

Abstract. The purpose of this study was to determine the perspective of mathematics education college students or preservice mathematics teachers on the use of educational games in mathematics learning at schools. This research is a descriptive study with a quantitative approach. The research subjects were 48 college students in mathematics education. Student perspective data were obtained through a questionnaire given, then the data were tabulated and analyzed. The results showed that 93.75% of students agreed with the use of games in learning mathematics. The reasons students agree with the use of games are students become interested in learning, learning becomes fun, students do not get bored, game technology needs to be utilized in learning activities, the topic is easy to understand, students can learn while playing, games can increase learning interest, learning becomes not monotonous, students become enthusiastic about learning, current learning must be more modern, students are not surfeited about learning, games are following the current digital era, can be a media of learning, effective in learning, increase students' creative thinking, reduce the negative effects of handphone, students become challenged, and students are more relaxed to learn. Abstrak. Tujuan dari penelitian ini adalah untuk mengetahui perspektif mahasiswa pendidikan matematika atau calon guru matematika terhadap penggunaan game edukasi pada pembelajaran matematika di sekolah. Penelitian ini merupakan penelitian deskriptif dengan pendekatan kuantitatif. Subjek penelitian merupakan mahasiswa pendidikan matematika yang berjumlah 48 mahasiswa. Data perspektif mahasiswa diperoleh melalui angket yang diberikan, kemudian data ditabulasi dan dianalisis. Hasil penelitian menunjukkan bahwa 93,75% mahasiswa setuju dengan penggunaan game pada pembelajaran matematika. Alasan mahasiswa setuju dengan penggunaan game adalah siswa menjadi tertarik pada pembelajaran, pembelajaran menjadi menyenangkan, siswa tidak bosan belajar, teknologi game perlu dimanfaatkan dalam kegiatan pembelajaran, materi mudah dipahami, siswa dapat belajar sambil bermain, game meningkatkan minat belajar, pembelajaran menjadi tidak monoton, siswa menjadi semangat belajar, pembelajaran sekarang harus lebih modern, siswa tidak jenuh belajar, game sesuai dengan zaman digital sekarang, dapat menjadi media pembelajaran, efektif pada pembelajaran, meningkatkan pemikiran kreatif siswa, mengurangi efek negatif handphone, siswa menjadi tertantang, dan siswa lebih santai belajar.
Analisis Kemampuan Representasi Matematis pada Materi Barisan dan Deret Berdasarkan Gaya Belajar Baiq Rachmawatin Ramadhana; Sudi Prayitno; Nourma Pramestie Wulandari; Sri Subarinah
Jurnal Riset Pendidikan Matematika Jakarta Vol 4 No 1 (2022): Jurnal Riset Pendidikan Matematika Jakarta Volume 4, Nomor 1, Tahun 2022
Publisher : Program Studi Pendidikan Matematika jenjang Magister, FMIPA, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (332.612 KB)

Abstract

This study aims to describe the mathematical representation ability based on the learning styles of students for 11th grade of senior high school 4 Praya Academic year 2020/2021. Type of research used descriptive research with a quantitative approach. In determining the sample used purposive sampling technique. The sample in this study was 60 students of class XII MIPA 4 and XII MIPA 6 SMAN 4 Praya. According results of the research, the conclusion was mathematical representation ability of students with visual learning style reach 51.59 in very low category. The mathematical representation ability of students with auditory learning style reach 64.29 in medium category. The mathematical representation ability of students with kinesthetic learning styles reach 49.89 in very low category. The mathematical representation ability of students with auditory learning style has highest category than students with visual and kinesthetic learning styles.
Kemampuan Pemecahan Masalah Matematika Siswa pada Materi Sistem Persamaan Linear Dua Variabel Yandika Pratama Saputra; Baidowi; Nourma Pramestie Wulandari; Nurul Hikmah
Journal of Classroom Action Research Vol. 5 No. 1 (2023): Februari
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v5i1.2800

Abstract

Penelitian ini bertujuan untuk mendeskripsikan kemampuan pemecahan masalah matematika siswa kelas IX SMP Negeri 24 Mataram pada materi Sistem Persamaan Linear Dua Variabel tahun ajaran 2022/2023. Jenis penelitian yang digunakan adalah analisis deskriptif dengan pendekatan kualitatif. Populasi dalam penelitian ini adalah seluruh siswa kelas IX SMP Negeri 24 Mataram yang berjumlah 39 orang. Sampel penelitian adalah siswa kelas IX yang berjumlah 6 orang. Teknik analsis data dilakukan dengan menggunakan teknik analisis menurut Miles dan Huberman. Hasil penelitian menunjukkan bahwa kemampuan pemecahan masalah matematika siswa kelas IX SMP Negeri 24 Mataram pada materi Sistem Persamaan Linear Dua Variabel tahun ajaran 2022/2023 tergolong rendah dengan skor rata-rata kemampuan pemecahan masalah matematika 44,02%. Untuk subjek dengan kemampuan pemecahan masalah dengan kategori rendah terdapat 35 siswa dengan persentase skor rata-rata kemampuan pemecahan masalah 39,29%. Subjek dengan kemampuan pemecahan masalah dengan kategori sedang hanya terdapat 2 siswa dengan persentase skor rata-rata kemampuan pemecahan masalah 79%. Subjek dengan kemampuan pemecahan masalah dengan kategori tinggi juga hanya terdapat 2 siswa dengan persentase skor rata-rata kemampuan pemecahan masalah 91%. Pada tahap memahami masalah, siswa dapat menuliskan apa yang diketahui dan ditanyakan secara lengkap, namun masih kurang lengkap ketika menuliskan permisalan dan hanya menjawab pada soal nomor 1 saja. Pada tahap merencanakan penyelesaian masalah, siswa hanya menuliskan persamaan 1 dan persamaan 2 pada soal nomor 1 saja. Pada tahap melaksanakan rencana penyelesaian masalah, siswa dapat menuliskan langkah eliminasi dan substitusi dengan benar, namun pada soal nomor 1 saja. Pada tahap memeriksa kembali, siswa tidak memeriksa kembali jawaban dan tidak tahu cara memeriksa kebenaran dari jawaban, sebagaimana hasil wawancara dengan siswa. Penyebab siswa hanya mengerjakan soal nomor 1 saja, karena siswa membutuhkan waktu yang lama dalam memahami masalah. Sehingga kemampuan pemecahan masalah matematika siswa tergolong rendah.
Pelatihan Pembuatan Alat Peraga Kreatif Berbasis Lingkungan pada Pembelajaran Materi Bilangan Bagi Guru-Guru SD Gugus IV Kecamatan Sekarbela Azmi, Syahrul; Soepriyanto, Harry; Arjudin, Arjudin; Wulandari, Nourma Pramestie; Salsabila, Nilza Humaira
Rengganis Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2024): Mei 2024
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v4i1.441

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Kegiatan pengabdian kepada masyarakat ini berupa pelatihan pembuatan alat peraga matematika kreatif dengan menggunakan bahan lingkungan sekitar bagi guru-guru SD Gugus IV Kecamatan Sekarbela. Kegiatan ini perlu dilakukan mengingat banyak para guru yang kesulitan membuat dan menggunakan alat peraga yang sesuai dalam pembelajaran matematika. Tujuan pelaksanaan kegiatan ini adalah a) mendeskripsikan pengetahuan para guru tentang alat peraga serta penggunaannya, b) memberikan gambaran tentang bermacam-macam bahan yang dapat digunakan untuk membuat alat peraga dalam pembelajaran materi bilangan, c) memberikan pelatihan tentang cara pembuatan dan penggunaan alat peraga dengan memanfaatkan lingkungan sekitar yang digunakan dalam pembelajaran materi bilangan bulat, dan (d) untuk mengetahui respon para guru terhadap kegiatan pengabdian yang dilakukan. Metode yang digunakan adalah berupa ceramah, demonstrasi, pemberian tes (pretest dan postest), dan pemberian angket. Dari hasil kegiatan, didapatkan data tentang nilai rata-rata hasil pretest dan posttest berturut-turut yaitu 67,3 dan 81,0. Terjadi peningkatan nilai rata-rata hasil test sebesar 13,7 Sedangkan data tentang respon peserta pengabdian adalah semua peserta pengabdian merasakan manfaat setelah mengikuti kegiatan pengabdian, para peserta mendapatkan tambahan pengetahuan dan keterampilan tentang cara membuat dan menggunakan alat peraga dalam pembelajaran matematika. Hasil yang diperoleh para peserta diharapkan dapat diterapkan dan disebarluaskan pada teman-teman sejawatnya dalam rangka menunjang profesionalisme dan meningkatkan kualitas pembelajaran matematika.
Ethnomathematics Learning Media Based on Augmented Reality in Geometry to Improve Numeracy Skills Salsabila, Nilza Humaira; Wulandari, Nourma Pramestie; Kurniawan, Eka
Al-Khawarizmi Vol 8, No 1 (2024): 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.v8i1.23428

Abstract

The purpose of this research is to describe the validity of the learning media that have been developed for mathematical learning. The learning media developed were based on augmented reality to improve numeracy skills. This media also contains elements of ethnomathematics. This research is a development research using the Plomp design research model. As for one of the media criteria, it is considered eligible if it meets the valid criteria. The results of the research showed that the media expert rating showed very good classification with an average score of 50. The material expert rating indicated good classification with an average rating of 30.5. Based on the results of the research, it can be said that the learning media is declared valid.
Online Learning Obstacles for Mathematics Education Students During Pandemic Salsabila, Nilza Humaira; Lu'luilmaknun, Ulfa; Triutami, Tabita Wahyu; Wulandari, Nourma Pramestie
Al-Khawarizmi Vol 5, No 2 (2021): 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.v5i2.11544

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The aim of this study is to explain how the obstacles experienced by mathematics education students through online learning during the pandemic. This research is descriptive research. Respondents in this study were students of mathematics education at the University of Mataram, amounting to 126 people. The data in this study were obtained through a questionnaire and analyzed by descriptive statistics. The results showed that most of the obstacles experienced by students were in terms of internet networks and inadequate devices. In addition, students also have difficulty understanding lecture material online and feel that their motivation and interest in learning has decreased during the pandemic.
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
Implementasi Media Pembelajaran Ular Tangga Numerasi dalam Program Kampus Mengajar 7 di SDN 35 Ampenan Mawarni, Ririn; Anugrah, Inayah; Anjani, Tik Kun; Renata, Zabina; Sorayya, Hilalatus; Wulandari, Nourma Pramestie
Rengganis Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2024): November 2024
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v4i2.484

Abstract

Kampus Mengajar was one of MBKM's programs established to help improve learning in schools. The targets of the Kampus Mengajar program were schools located in 3T areas or schools with poor numeracy and literacy levels. One of the schools targeted by Kampus Mengajar and used as a place of service was SDN 35 Ampenan. SDN 35 Ampenan was one of the schools in the Sekarbela sub-district, Mataram City, which, in terms of the level of students' numeracy and literacy, was below standard. The way to improve numeracy and literacy in schools was to use fun learning media. Educational material in the form of a snakes and ladders game was one of the approaches used. This game was conducted to improve students' knowledge in numeracy and literacy, teach students cohesiveness in teamwork, and reinforce students' memory of previously taught lessons. The work program of this learning media using the Snakes and Ladders game can enhance understanding and student engagement in the learning process. It makes students more enthusiastic about participating in lessons and helps prevent boredom with the classroom environment. Based on the results of this work program, students have been able to solve problems that exist in the school.
Hubungan Number Sense dan Kemampuan Pemecahan Masalah Matematika Mahasiswa Pendidikan Matematika Wulandari, Nourma Pramestie; Junaidi, Junaidi; Novitasari, Dwi; Triutami, Tabita Wahyu
Griya Journal of Mathematics Education and Application Vol. 4 No. 4 (2024): Desember 2024
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v4i4.509

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This study aims to analyze the relationship between number sense and mathematical problem-solving abilities among mathematics education students. Number sense refers to an individual's ability to understand basic mathematical concepts intuitively, while problem-solving ability involves applying mathematical knowledge to solve complex problems. This research employs a quantitative approach with a correlational design. Data were collected through number sense tests and mathematical problem-solving tests administered to Mathematics Education students at a university. The results indicate a significant positive correlation between number sense and mathematical problem-solving ability. This suggests that students with good number sense tend to be more effective in solving mathematical problems. This research is expected to contribute to the development of mathematics education curricula by emphasizing number sense as a foundation for enhancing students' problem-solving skills.
Pemecahan Masalah Program Linier Mahasiswa Pendidikan Matematika dengan Kemampuan Number Sense Tinggi Arjudin, Arjudin; Kurniati, Nani; Turmuzi, Muhammad; Wulandari, Nourma Pramestie
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.v6i1.6260

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Problem solving in mathematics is a basic and fundamental ability that a person must master. However, previous research shows that students' problem solving abilities still tend to be in the medium and low categories. Many factors can cause students' low problem solving abilities, including number sense ability. The aim of this research is to describe linear programming problem solving for mathematics education students with high number sense abilities. This research is a descriptive qualitative research involving 36 third year Mathematics Education Study Program students who have taken linear programming courses. The instruments used were number sense ability test questions, problem solving test questions, and interview guidelines. The results of this research obtained information that there were 6 students with high number sense abilities, all of whom only reached the medium category in problem solving. In general, students in this category do not write complete information regarding the constraints of linear programming problems at the information gathering stage. In addition, students also do not carry out the re-checking stage of solving the problem because they feel confident with the answer given. However, this solution is not correct