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Journal : Jurnal Ilmiah Mandala Education (JIME)

Analysis Of Misconceptions In Mathematical Problem Solving Integer Counting Operations Class IV Students Of SDN 3 Lape Sumbawa Suryani, Suryani; Ramdhani, Lisda; Nurwalidainismawati, Nurwalidainismawati
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7586

Abstract

This research aims to describe and analyze students' misconceptions in mathematics subjects, material for counting whole number operations, Class IV SDN 3 Lape Sumbawa. The type of research used is descriptive qualitative research. The research was conducted in class IV of SDN 3 Lape Sumbawa with a population of 25 students. The subjects consisted of 2 students randomly sumpling. The instruments used in this research were test questions, interview guidelines and also wide range of observations. The data analysis techniques in this research are as follows: 1) data reduction; 2) data presentation; and 3) withdrawal. The results of the research are that students' misconceptions are different in each question number. In Figure 1 there are misconceptions in grouping and performing arithmetic operations on multiplication. In Figure 2 there is an error in the concept of calculating addition and subtraction. In Figure 3, students have misconceptions about the concept of mixed multiplication calculation operations which are operated with repetition calculation operations. In Figure 4, students' misconceptions regarding multiplication calculation operations are students' misconceptions regarding the operation of multiplication and subtraction calculation operations. Misconceptions occur due to two factors; 1) The first factor is because students interpret new experiences or concepts, 2) The second is because of the emotional and intellectual feelings that have been attached to students, so students find it difficult to accept new concepts that are different from students' understanding.
The Influence Of Digital Literacy Based On Bima's Local Wisdom On The Critical Thinking Ability Of Classroom Students Viii 10 At SMPN 1 Woha fajrun, Fajrun; Suharti, Suharti; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9444

Abstract

This study aims to analyze the effect of digital literacy based on Bima local wisdom on students’ critical thinking skills in Grade VIII 10 at SMPN 1 Woha in the Informatics subject. The background of this research is the low ability of students to critically analyze digital information. The research method employed was a Pre-Experimental Design with the form of One Group Pretest-Posttest Design. The research subjects consisted of 29 students selected through purposive sampling. The research instrument was a critical thinking skills test constructed based on Facione’s (2015) indicators, including interpretation, analysis, evaluation, inference, and explanation. The instrument was validated by three experts, consisting of two subject matter experts and one educational evaluation expert, who confirmed that the test items were suitable for use. The research procedure consisted of three stages: (1) pretest, to measure students’ initial critical thinking skills; (2) treatment, namely digital literacy learning based on Bima local wisdom in the Informatics subject integrating cultural values with digital content; and (3) posttest, to measure the improvement of critical thinking skills after the treatment.The results showed a significant improvement in students’ critical thinking skills after the treatment. The mean score increased from 44.48 in the pretest to 82.06 in the posttest, with a difference of 37.58 points. The Wilcoxon test result indicated Asymp. Sig. (2-tailed) = 0.000 (<0.05), confirming a significant difference between pretest and posttest scores. The effect size calculation using Cohen’s d = 2.66 indicated that the treatment had a very large effect. Pedagogically, this study confirms the effectiveness of integrating digital literacy with local wisdom in enhancing students’ critical thinking skills. Culturally, it contributes to the preservation of Bima’s local values. However, this study is limited by a small sample size, non-normal data distribution, and a relatively short duration of the learning intervention. Future research is recommended to involve larger and more diverse samples, employ control groups, and apply longitudinal designs to assess long-term effects. This study suggests that schools and teachers should develop culturally grounded digital-based learning models as a strategy to strengthen 21st-century skills while reinforcing students’ cultural identity.
"The Effectiveness of the Assure Learning Model Assisted by Audio-Visual Media on Digital Literacy and Conceptual Understanding of Mathematics in Students at SMP Negeri 4 Bolo" Amaliah, Nur; Ramdhani, Lisda; Hardyanti, Hardyanti; Rahmawan, Ardi
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9537

Abstract

Introduction: The rapid evolution of digital technologies in the Industrial Revolution 4.0 and Society 5.0 eras necessitates that students develop strong digital literacy skills alongside a deep comprehension of mathematical principles. This research examines the efficacy of the ASSURE instructional model, enhanced by audiovisual resources, in boosting digital literacy and conceptual grasp of fractions for students at SMPN 4 Bolo.Material and Methods: This research adopted a quasi-experimental approach utilizing the Nonequivalent Control Group Design, which included 40 seventh-grade students (20 in the experimental group and 20 in the control group). The experimental group participated in instruction through the ASSURE model enhanced by audiovisual materials, whereas the control group followed standard traditional methods. Data collection tools comprised a digital literacy survey (reliability α=0.82) and a test evaluating mathematical concept comprehension (α=0.85). The analysis of data incorporated descriptive statistics, an independent samples t-test, and N-gain computations via SPSS version 26.0.Research Results: The experimental group exhibited a substantial improvement in digital literacy, rising by 26.2 points (mean pretest=52.3; mean posttest=78.5), in contrast to the control group's modest gain of 9.4 points (mean pretest=51.8; mean posttest=61.2). Regarding mathematical conceptual understanding, the experimental group advanced by 33.6 points (mean pretest=48.7; mean posttest=82.3), whereas the control group progressed by just 14.3 points (mean pretest=49.2; mean posttest=63.5). Results from the independent samples t-test confirmed notable differences (p<0.05), supported by high effect sizes (Cohen's d=2.63 for digital literacy; d=2.89 for conceptual understanding). Furthermore, the N-gain assessment indicated that the experimental group attained a moderate level (g=0.55 and g=0.65).Conclusion: The ASSURE learning model assisted by audio-visual media proved effective in significantly improving students' digital literacy and mathematical conceptual understanding. This study contributes theoretically to the integration of digital literacy with mathematical conceptual understanding, and practically to teachers in designing innovative technology-based learning that meets 21st-century educational demands.
The Influence of Online Games on the Learning Concentration of Students at SMPN 1 Madapangga and the Level of Anxiety of Students' Parents Yudha Satria, M. Sya'aban; Rahmawan, Ardi; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9540

Abstract

Online games currently affect various aspects of human life, including health, psychology, and concentration of students at SMPN 1 Madapangga, and cause anxiety among parents. This study is quantitative and qualitative, using descriptive qualitative methods. The population of this study was 554 students and 70 parents. The sample used was 50 students from grades VII, VIII, and IX, and 50 parents. The sampling technique used was non-probability sampling in the form of purposive sampling. Data collection techniques used included observation, interviews, documentation, and Likert scale questionnaires. Data analysis techniques used included interactive/model data analysis techniques and Spearman test data analysis techniques. The results of this study, namely from 25 male students at SMPN 1 Madapangga, who experienced low concentration levels were 10 students (20%), 7 students with moderate concentration levels (14%), and 6 students with high concentration levels (12%). Meanwhile, of the 25 female students, 5 experienced low concentration levels (10%), 12 experienced moderate concentration levels (24%), and 10 experienced high concentration levels (20%). This means that more male students experienced a decrease in learning concentration compared to female students. However, in terms of anxiety levels, female parents experienced higher levels of anxiety than male parents. There were 32 female parents who experienced mild, moderate, and severe anxiety with a percentage of 64%. Meanwhile, 18 male parents experienced mild, moderate, and severe anxiety with a percentage of 36%.
Implementation Of Naruto Shippuden Anime-Based Learning Media To Improve Students' Understanding Of Informatics At SMPN 3 Bolo muhaimin, muhaimin; Hardyanti, Hardyanti; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9447

Abstract

This study aims to analyze the effectiveness of Naruto Shippuden anime-based learning media in improving students’ understanding and learning motivation in Informatics at SMPN 3 Bolo. The background of this research lies in students’ difficulties in comprehending abstract informatics concepts and the lack of engaging learning media, which leads to low participation. This study employed a descriptive qualitative approach with 20 students as subjects. Data were collected through interviews, observations, questionnaires, and documentation of pre-test and post-test results.The findings show that the implementation of this media was significantly successful. Quantitative results demonstrated a substantial improvement in post-test scores compared to pre-test scores. Qualitatively, students showed positive responses, with increased enthusiasm, active participation, and concentration. They perceived the material as easier to understand because it was linked to the storyline and characters of the anime, such as the analogy of “Jutsu” for data processing. The majority of students (93.3%) also recommended the use of this media for future learning.In conclusion, Naruto Shippuden anime-based learning media proved effective in enhancing students’ understanding and motivation. This approach represents an innovative pedagogical strategy that aligns with students’ interests and the principles of the Merdeka Curriculum, offering a solution for more contextual, adaptive, and student-centered learning.
Problematika Pemecahan Masalah Geometri Di Madrasah Tsanawiyah Al-Arief Giligenting Sumenep Berdasarkan Teori Van Hiele Ramdhani, Lisda; Wahab, Abdul
Jurnal Ilmiah Mandala Education (JIME) Vol 7, No 3 (2021): Jurnal Ilmiah Mandala Education
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v7i3.2252

Abstract

ujuan penelitian ini adalah untuk menganalisis problema pemecahan masalah geometri yang mencapai tingkatvisualisai, analisis dan deduktif informal berdasarkan teori Van Hiele. Penelitian ini menggunakan metodependekatan deskriptif kualitatif sedangkan subjeknya adalah siswa kelas VIII MTs. Al-Arief GiligentingSumenep Madura pada semester ganjil tahun pelajaran 2020/2021. Subjek penelitian ini adalah tiga siswa yangmemenuhi kriteria sebagai subjek penelitian, Data dan sumber data diperoleh dari hasil wawancara dengansubjek penelitian. Teknik pengumpulan data yang digunakan adalah metode tes dan wawancara. Hasilpenelitian ini menunjukkan bahwa problema tika pemecahan masalah pada geometri siswa yang mencapaitingkat berpikir visualisai adalah dengan mengidentifikasi masalah dan menentukan tujuan dengan bahasanyasoal. Pada siswa tingkat berpikir analisis masih melalui empat pemecahan masalah IDEAL denganmenggunakan bahasanya sendiri namun kurang sistematis, sedangkan pemecahan masalah geometri padasiswa yang mencapai tingkat berpikir deduksi informal adalah melalui kelima langkah pemecahan masalahIDEAL dengan sistematis dan menggunakan bahasanya sendiri.
The Effectiveness Of Using Google Form Examination Questions In Ict Subjects Class VIII Yuliana, Yuliana; Ramdhani, Lisda; Rahmawan, Ardi
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7584

Abstract

This research aims to determine the effectiveness of using Google Forms in even semester exam questions. This research uses a descriptive method with a quantitative approach. The research subjects were 23 students. simple random sampling technique. Data analysis techniques are 1) reduction; 2) presentation; and 3) conclusion The results of this research concluded that the use of Google forms was proven to be effective in implementing the Even Semester Examination. The use of Google Form is easy to implement 78.3% of students, ease in answering questions, 91.3% of students agreeing, Google Form in terms of time is more flexible results of 91.3% of students, statement regarding It was fun answering exam questions using Google Form 86.9% of students agreeing. Through online exams using Google Form, I further improved my abilities, with 82.6% of students agreeing. It is more effective during exams using Google Form compared to using paper, 91.3% of students agree, I am more satisfied during exams using Google Form, 91.3% of students agree, I prefer exams using paper, 47.8 % of students agree, using Google Form during exams is more time-saving, 95.6% of students agree  the average being in the very good category
The Influence Of Interactive Learning Media In Improving Students' Critical Thinking Skills In Computer System Subjects Software Utilisation Putri, Iin Arfani; Suharti, Suharti; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7507

Abstract

Interactive learning media refers to education that utilises multimedia or information and communication technology. the problem faced by researchers in the field, the results of researcher observations, found the problem of low critical thinking skills of computer system students in software utilisation subjects. This research was conducted in an effort to determine how interactive media can improve critical thinking skills. This study uses a quantitative approach with the type of experimental research, the samples in this study were student representatives in the Experiment class with a total of 14 students and a control class of 14 people. The research instruments used tests, observation sheets, and questionnaires. The conclusion of this study is that the t-test in the experimental class with a p-value <0.05 shows that interactive media can be a useful teaching tool to improve students' critical thinking skills. Compared to traditional teaching techniques, the inclusion of interactive media in the curriculum can be more beneficial in helping students develop their critical thinking skills.Interactive learning media refers to education that utilises multimedia or information and communication technology. the problem faced by researchers in the field, the results of researcher observations, found the problem of low critical thinking skills of computer system students in software utilisation subjects. This research was conducted in an effort to determine how interactive media can improve critical thinking skills. This study uses a quantitative approach with the type of experimental research, the samples in this study were student representatives in the Experiment class with a total of 14 students and a control class of 14 people. The research instruments used tests, observation sheets, and questionnaires. The conclusion of this study is that the t-test in the experimental class with a p-value <0.05 shows that interactive media can be a useful teaching tool to improve students' critical thinking skills. Compared to traditional teaching techniques, the inclusion of interactive media in the curriculum can be more beneficial in helping students develop their critical thinking skills.
Development of Interactive Powerpoint Learning Media to Improve Students' Understanding of Mathematical Concepts Statistics in Class VIII Haryati, Mega; Ramdhani, Lisda; Rahmawan, Ardi
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7585

Abstract

This research aims to determine the development of interactive Powerpoint learning media to improve students' understanding of mathematical concepts in class VIII statistics material. This type of research is quantitative descriptive research using R&D using the ADDIE model. Subjects were 8 respondents by random sampling. The research instrument is a questionnaire using a Likert scale. Results obtained At the development stage using 3 experts, the results were 87.5% for media experts, 100% for material experts and 90.6% for language experts regarding student concept understanding with an average of 92.7%. The Implementation stage ; 1) The media is easy to use total score of 29 and a percentage of 91% in the Very Appropriate category, 2) The language used is easy to understand total score of 30 and 94% in the Very Appropriate category, 3) Image suitability as many as total score of 29 and 91% in the Very Appropriate category, 4) Interest S Suitability of Images total score of 31 and 97% in the Very Appropriate category, and 5) Understanding the Concept Well total score of 30 and 95% in the Very Eligible category. The overall average is 93.1% with a very decent category.
Analisis PS dalam Membantu Self-Regulation Pada Pemecahan Masalah Matematika Mahasiswa Prodi Informatika Ramdhani, Lisda; Ramli, Ramli; Rahmawan, Ardi; Muslimin, Muslimin
Jurnal Ilmiah Mandala Education (JIME) Vol 7, No 4 (2021): Jurnal Ilmiah Mandala Education
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v7i4.2451

Abstract

The purpose of this study was to describe and explore private speech in helping students self-regulation in solving mathematics problems for students of the Informatics Education Study Program. The approach used in this research is a qualitative approach, with the type of descriptive research. The research subjects were 12 students from 50 Informatics education students. The instruments used are description tests, interviews, questionnaires and observations as well as audio-visual recordings. Data analysis techniques were carried out in three ways, namely, data reduction, data presentation and drawing conclusions. There are three stages in this research, namely the preparation, implementation and report stages. The results of the research in the form of interviews and observations in general are obtained that private speech in its role is very helpful for self-regation, where private speech plays an important role in controlling student attitudes, and increasing academic values and student concentration. Various self-regation experienced by students but it does not become a negative influence on the behavior and daily life of students. Self-regulation experienced by students is controlling student attitudes and behavior when using private speech. Students always do assignments responsibly and on time using private speech, as many as 25% of students choose strongly agree, 58% choose agree and 17% choose less agree. The use of private speech makes students lazy to study, as many as 33% of students chose not to agree and 67% of students did not agree. Good self-regation makes students focus on solving problems, as many as 92% of students choose strongly agree and 8% of students choose agree. Academic value increased by using private speech with good self-regulation, as many as 17% of students strongly agreed and 58% of students agreed and 25% of students did not agree. Private speech is done when they find it difficult to solve problems, as much as 25% choose strongly agree, 42% agree and 33% disagree. Self-regation affects academic scores as much as 33% choose strongly agree, 42% agree and 25% disagree