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Journal : ABSIS : Mathematics Education Journal

METODE ERRONEOUS EXAMPLE (CONTOH YANG KELIRU) PADA PEMBELAJARAN MATEMATIKA DI PERGURUAN TINGGI Nur Baiti Nasution; Dewi Mardhiyana
Absis: Mathematics Education Journal Vol 3, No 1 (2021): Mei 2021
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/absis.v3i1.1380

Abstract

Students errors are actually provide resources for teaching. Using students error, lecturer can emphasized certain concept while teaching, especially those concepts which make students confused. One of the teaching method that use students error is erroneous example. In this article, we developed a certain task using erroenous example method. The task consists of 10 question. Each question is made to tackle students understanding about a concept that is often mistaken by students. For each question, we give a correct/incorrect worked example, then students are asked to find the mistakes (if it is incorrect) or justify the steps (if it is correct). This study is a descriptive qualitative study that aims to describe the task and students response after doing the task. The method of collecting data was using observation, documentation, and interview. The results shows us that erroneous example task can be categorized difficult for students. However, it is also proved that it can be used to supporting students mathematics communication.
Pengembangan Media Pembelajaran Matematika Pada Materi Bangun Ruang Sisi Datar dengan Konsep Gamifikasi Muhammad Zakaria Isna Khauli; Nur Baiti Nasution; Sayyidatul Karimah
Absis: Mathematics Education Journal Vol 4, No 1 (2022): Mei 2022
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/absis.v4i1.2190

Abstract

In this study, we developed a learning media with the concept of gamification for plane geometry and examine the students’ responses to the media. Gamification is the concept of gamifying certain things to gain some engagement for that certain thing. In this study, we applied the gamification concept in a learning media for plane geometry. The media was made to fulfill scriteriarias of gamification which are challenges and levels. This study followed the research step of Borg the and Gall development research model which are: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, 5) design improvement, 6) product trial, and 7) product revision. The media itself was made using PowerPoint and was converted to ppsx fie. For knowing the validation and practicality, we used the Likert scale. The result of the validation test is 83.44% based on 8 validators and for practicality is 90.90% based on 34 students of MTs IN Banyurip Ageng. This study concluded that the mathematics learning media with the concept of gamification had sufficient results by the very valid and very practical criteria to be used as a media for plane geometry.
Analisis Kesalahan Pada Materi Persamaan dan Pertidaksamaan Linear Menggunakan Newmann Error Analysis Fatimah, Dwi; Nur Baiti Nasution
Absis: Mathematics Education Journal Vol 6 No 1 (2024): Mei 2024
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/absis.v6i1.5102

Abstract

Penelitian ini bertujuan untuk menganalisis kesalahan dan faktor penyebab kesalahan siswa dalam menyelesaikan soal cerita materi Persamaan dan Pertidaksamaan Linear Satu Variabel dengan menggunakan Newman error analysis. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif. Teknik pengumpulan data dalam penelitian ini adalah tes dan wawancara. Objek penelitian yang digunakan adalah 30 siswa kelas VII F Smp negeri 13 Pekalongan. Kemudian diambil 3 siswa yang terdiri dari 3 kategori yaitu, kategori nilai tinggi, nilai sedang, nilai rendah berdasarkan nilai tes yang diberikan peneliti. Jenis kesalahan siswa diklasifikasikan menurut Newman Error Analysis. Teknik keabsahan data dalam penelitian ini dengan triangulasi menggunakan metode wawancara. Hasil penelitian menunjukkan kesalahan yang dilakukan adalah tipe I kesalahan membaca (reading error) yaitu tidak ada kesalahan, tipe kesalahan II kesalahan memahami (comprehension error) sebesar 9%, tipe kesalahan III kesalahan mentransformasi (transformasion error) sebesar 15%, tipe IV kesalahan kemampuan memproses (process skill error) sebesar 34%, dan tipe V kesalahan menuliskan jawaban akhir (encoding error) sebesar 41%. Berdasarkan wawancara ditemukan faktor-faktor kesalahan yaitu, siswa tidak bisa menentukan ukuran diagonal-diagonal pada soal, siswa tidak bisa mengubah informasi pada soal kedalam model matematika, siswa tidak mengetahui rumus yang seharusnya digunakan, siswa tidak teliti dalam melakukan perhitungan pembagian.