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Analisis Kesalahan Siswa dalam Menyelesaikan Soal Matematika dengan Menggunakan Metode Newman nuraina, nuraina; Rohantizani, Rohantizani; Suryani Hawa, Muzaifa
Asimetris: Jurnal Pendidikan Matematika dan Sains Vol. 4 No. 2 (2023): Asimetris: Jurnal Pendidikan Matematika dan Sains
Publisher : Pendidikan Matematika Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/asimetris.v4i2.2265

Abstract

Tujuan dari penelitian ini adalah untuk menjelaskan berbagai jenis kesalahan yang dilakukan siswa Jabal Nur dari kelas XI-1 MAS ketika mereka menyelesaikan soal matematika dalam bentuk cerita materi barisan dan deret yang menggunakan metode Newman. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Data dikumpulkan melalui tes tertulis dan wawancara. Siswa kelas XI-1 MAS Jabal Nur, totalnya 22 siswa, adalah subjek penelitian ini. Hasil penelitian menunjukkan bahwa (a) persentase kesalahan membaca siswa sebesar 46,25%  (b) persentase kesalahan memahami masalah sebesar 77,5%, (c) persentase kesalahan transformasi sebesar 45%, (d) persentase kesalahan keterampilan proses sebesar 45%, dan (e) persentase kesalahan penulisan jawaban akhir sebesar 61,25%. Faktor-faktor penyebab kesalahan siswa  adalah tidak terlalu memahami maksud dari soal, tidak mengetahui permasalahan yang terdapat pada soal, lupa menuliskan jawaban, terburu-buru dalam menuliskan jawaban, tidak paham dengan rumus yang seharusnya digunakan, tidak teliti dalam melakukan operasi perhitungan, terjadi kesilapan ketika menentukan hasil akhir.
Analisis Proses Berpikir Kritis Mahasiswa dalam menyelesaikan Soal Aljabar Bilangan Kompleks berdasarkan Kemampuan Matematika nuraina, nuraina; Rohantizani, Rohantizani; Muliana, Sadriaton
Asimetris: Jurnal Pendidikan Matematika dan Sains Vol. 5 No. 1 (2024): Asimetris: Jurnal Pendidikan Matematika dan Sains
Publisher : Pendidikan Matematika Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/asimetris.v5i1.2624

Abstract

Penelitian ini bertujuan untuk menganalisis proses berpikir kritis mahasiswa dalam menyelesaikan soal aljabar bilangan komplek berdasarkan kemampuan matematika. Penelitian ini menggunakan pendekatan deskripsi kualitatif yang dilaksanakan di Universitas Malikussaleh, tepatnya pada Program Studi Pendidikan Matematika, yang terdiri dari 25 orang mahasiswa sebagai subjek. Berdasarkan hasil analisis kesalahan dari masing- masing subjek dapat disimpulkan bahwa subjek banyak melakukan kesalahan dalam menyelesaikan soal bilangan kompleks, kesalahan yang dilakukan terjadi pada saat subjek menggunakan operasi perkalian, pengurangan dan penjumlahan yang mana materi ini merupakan materi paling dasar dalam pembelajaran matematika dan ada beberapa subjek salah memasukkan nilai yang diketahui pada soal, kemudian ada beberapa subjek yang tidak menentukan hasil akhir sehingga jawabannya dianggap tidak benar. Penyebab mahasiswa melakukan kesalahan tersebut yang ditinjau dari kemampuan matematika diantaranya mahasiswa kesulitan dalam memahami proses operasi perkalian, pengurangan dan penjumlahan yang menjadi materi paling dasar matematika, mahasiswa banyak yang melupakan konsep-konsep dasar matematika tentang operasi perkalian, pengurangan dan penjumlahan, kurangnya latihan mandiri mahasiswa terkait materi dasar matematika dan mahasiswa sering terburu-buru dalam mengerjakan soal dan tidak mengecek ulang jawaban.
Profil TPACK Mahasiswa Calon Guru Matematika dalam Menyongsong Pembelajaran Abad 21 Herizal, Herizal; Nuraina, Nuraina; Rohantizani, Rohantizani; Marhami, Marhami
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 6, No 1 (2022): JISIP (Jurnal Ilmu Sosial dan Pendidikan)
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jisip.v6i1.2665

Abstract

Penelitian ini bertujuan untuk mengetahui profil Technological Pedagogical Content Knowledge (TPACK) mahasiswa calon guru matematika Program Studi Pendidikan Matematika, Universitas Malikussaleh. Pendekatan penelitian yang digunakan adalah pendekatan kuantitatif dengan jenis rancangan penelitian survei. Adapun yang menjadi populasi adalah mahasiswa semester 5 dan 7 yang telah lulus matakuliah yang berkaitan dengan konsep dasar matematika, konsep pedagogik, dan penggunaan ICT. Untuk mengukur TPACK, 44 soal telah disusun berdasarkan indikator masing-masing komponen TPACK. Setelah validasi, hasilnya 37 pertanyaan valid dengan koefisien reliabilitas cronbach alfa 0,590. Data dianalisis menggunakan statistika deskriptif. Hasil Penelitian menunjukkan bahwa (1) Profil Technological Knowledge (TK),  Content Knowledge (CK), Pedagogical Knowledge (PK), dan  Pedagogical Content Knowledge (PCK) mahasiswa mayoritas berada pada level sedang; (2) Profil Technological Content Knowledge (TCK), Technological Pedagogical Knowledge (TPK), dan Technological Pedagogical and Content Knowledge (TPACK) mahasiswa mayoritas berada pada level rendah; dan (3) Dari tujuh komponen TPACK, ada dua komponen yang lebih menonjol, yaitu PK, dan  PCK. Hasil tersebut menjadi masukan bahwa dalam proses perkuliahan perlu ditekankan pada penguasaan teknologi, materi matematika serta pengintegrasian teknologi.
Penyusunan Instrumen Tes Bagi Guru Matematika Berbasis Problem Solving dan Literasi Numerasi Rohantizani, Rohantizani; Nuraina, Nuraina; Jumadi, Jumadi; Fadhilah, Nur; Nurjannah, Nurjannah
Jurnal Pengabdian Masyarakat Nusantara (JPMN) Vol. 5 No. 2 (2025): Agustus 2025 - Januari 2026
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpmn.v5i2.5689

Abstract

This community service activity was motivated by the limited competence of high school mathematics teachers in developing test instruments as a strategy for mathematics learning based on problem solving and numerical literacy. In addition, teachers’ creativity in designing learning tools—particularly test instruments aligned with teaching modules and student worksheets (LKPD) based on problem solving and numerical literacy—remains low. Therefore, this training program was designed to enhance teachers’ competence and creativity in developing test instruments as part of effective learning strategies, especially those integrated with problem solving and numerical literacy-oriented teaching modules and LKPD. The methods employed in this program include lectures, interactive discussions, and hands-on training. The lecture method was used to deliver theoretical concepts related to test instruments that align with problem solving and numerical literacy-based modules and LKPD. The training method involved participants directly in the process of designing and developing learning strategies. Meanwhile, the dialogic method was implemented to address challenges encountered by participants during the training sessions. The target participants of this program were high school mathematics teachers in North Aceh. The training provided significant benefits, particularly in improving teachers’ competence and creativity in developing effective mathematics learning tools.
Optimization of TPACK-Based Project Learning in Micro Teaching Courses in the Mathematics Education Study Program Nuraina, Nuraina; Hayati, Rahmi; Rohantizani, Rohantizani; Mursalin, M; Muliana, Muliana; Unaida, Ratna
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.1166

Abstract

The purpose of this research is to optimize project learning based on Technological Pedagogical Content Knowledge (TPACK) in the Micro Teaching course in the Mathematics Education Study Program. A descriptive qualitative approach is used to describe student involvement in each stage of the project: starting from planning, digital media development, implementation of micro teaching, reflection, revision, to publication of results. Data was collected through observations, project documents, and assessment sheets based on the TPACK rubric. The results showed that students were able to integrate elements of technology, pedagogy, and content quite well, with the highest scores in the Pedagogical Knowledge (4.5) and TPACK (4.4) dimensions, and the lowest scores in the Technological Content Knowledge dimension (4.1). These findings show that the TPACK-based project learning model is effective in developing the competencies of prospective 21st century mathematics teachers who not only master the material and learning strategies, but are also able to utilize technology appropriately. This study recommends the sustainable application of similar models to support the transformation of digital-based education and innovative pedagogy in higher education.
Connecting, Organizing, Reflecting, Extending Learning Model Assisted By Wordwall Media On Stundents’ Numeracy Skills Nurjannah, Nurjannah; Rohantizani, Rohantizani; Elisyah, Nur; Muliana, Muliana; Qausar, Haves; Mursalin, M
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.879

Abstract

Students’ low numeracy skills are caused by their unfamiliarity in solving word problems, the continued use of conventional learning models, and the limited utilization of instructional media. This research seeks to examine the influence of the Connecting, Organizing, Reflecting, and Extending learning model, supported by Wordwall media, on students' numeracy abilities. This study adopted a quantitative approach through a quasi-experimental design, specifically utilizing the Nonequivalent Control Group framework. The population consisted of all 11 th-grade students at SMAN 1 Kuta Makmur. The sampling technique used was purposive sampling, where class XI A1 was assigned as the experimental group and class XI A2 as the control group. Data collection techniques included observation and testing. The prerequisite tests consisted of the normality test (Shapiro-Wilk), homogeneity test (Levene’s statistic), and Mann-Whitney test, assisted by SPSS 26 software. The hypothesis testing results showed a significance value of 0.002 α (α = 0.05), indicating that the  Connecting, Organizing, Reflecting, Extending  learning model assisted by Wordwall media had a significant effect on students’ numeracy skills. This result demonstrates that students in the experimental class had better numeracy skills than those in the control class.
Preview, Question, Read, Reflect, Recite, Review Learning Strategy on Mathematical Ploblem-Solving Ability with the Assistance of Mural Software Fadhilah, Nur; Rohantizani, Rohantizani; Hidayat, Amam Taufiq; Isfayani, Erna; Elisyah, Nur; Mursalin, M
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.882

Abstract

The low level of students mathematical problem-solving ability remains a challenge in mathematics education, often resulting from limited engagement, lack of active reading, and ineffective instructional strategies. This study aimed to investigate the effect of the PQ4R (Preview, Question, Read, Reflect, Recite, Review) learning strategy on students mathematical problem-solving ability, supported by Mural software as a digital learning aid. The research employed a quantitative approach using a quasi-experimental design involving two tenth-grade classes at SMA Negeri 1 Kuta Makmur. The experimental group received instruction using the PQ4R strategy integrated with Mral software, while the control group wa taught using conventional methods. Data were obtained through pretest and posttest consisting of essay questions based problem-solving indicators. The Mann-Whitney U test wa used for hypothesis testing. The findings show that the PQ4R learning strategy, when assistes by Mural software, has a significant effect on students mathematical problem-solving ability.
Creative Problem-Solving Learning Model Assisted by Articulate Storyline 3 Media on Students' Mathematical Creative Thinking Ability Ramadhani, Disa; Rohantizani, Rohantizani; Ningtiyas, Fitri Ayu; Listiana, Yeni; Sinaga, Nurul Afni; Mursalin, M
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.886

Abstract

The low level of students’ mathematical creative thinking ability is the main focus of this study. Based on interviews and observations, students were found to have difficulties solving problems that require creative thinking. This research aims to investigate the effect of the Creative Problem Solving (CPS) learning model assisted by Articulate Storyline 3 media on students’ mathematical creative thinking ability. A quantitative approach was used with a quasi-experimental method and Non-Equivalent Control Group Design. The research sample consisted of two seventh-grade classes at SMP Negeri 2 Dewantara, with class VII-A as the experimental group and VII-B as the control group. The instruments included a mathematical creative thinking ability test and observation sheets for both teachers and students. Data analysis was conducted using the Mann Whitney non-parametric test. The results showed that the Asymp. Sig. (2-tailed) value was 0.001 0.05, indicating a significant difference between the experimental and control groups. Therefore, the CPS model assisted by Articulate Storyline 3 had a positive impact on improving students’ mathematical creative thinking. The model facilitated students in exploring ideas, thinking in alternatives, and developing open-ended problem-solving strategies, making it a relevant alternative for mathematics learning at the junior high school level.
DEVELOPMENT OF AN RME-BASED GAME WITH LOCAL WISDOM CONTENT AND DEEP LEARNING STRATEGIES FOR MATHEMATICS LEARNING Hayati, Rahmi; Syahputra, Edi; Surya, Edy; Nuraina, Nuraina; Rohantizani, Rohantizani
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.14372

Abstract

AbstractThe main problem in elementary school mathematics learning is the low student motivation and learning outcomes caused by conventional approaches that tend to be abstract and lack connections to real-life contexts. This study aims to develop an educational game based on Realistic Mathematics Education (RME) with the integration of Acehnese local wisdom to improve students’ motivation and learning outcomes. The research employed a modified Research and Development (R&D) model of Borg & Gall, which consisted of needs analysis, design, expert validation, limited trial, revision, main field trial, and final revision. The research subjects included 30 fifth-grade students in the limited trial stage and 90 students from three different elementary schools in the main field trial, using a quasi-experimental design with a pretest-posttest control group. The instruments used were student response questionnaires, expert validation sheets, and achievement tests. Expert validation results indicated that the product was in the “highly valid” category. The limited trial showed that 90% of students considered the game easy to use and 85% felt more motivated, with learning achievement increasing from an average pretest score of 62 to 78 in the posttest; a paired-sample t-test yielded t(29) = 5.84, p < 0.001. The main field trial demonstrated a significant improvement, where the experimental class increased from an average score of 61 to 84, while the control class only increased from 63 to 72; the ANOVA results showed F(1,88) = 12.35, p < 0.01 with an effect size of 0.82 (large category). It is concluded that the RME-based educational game with Acehnese local wisdom is effective in enhancing students’ motivation and learning outcomes, and it has the potential to be further developed by adding adaptive and interactive features to strengthen student engagement.Keywords: Deep Learning; Game; Local Wisdom; RME Abstrak Permasalahan utama dalam pembelajaran matematika di sekolah dasar adalah rendahnya motivasi dan hasil belajar siswa akibat pendekatan konvensional yang cenderung abstrak serta minim keterkaitan dengan konteks nyata kehidupan sehari-hari. Penelitian ini bertujuan mengembangkan game edukatif berbasis Realistic Mathematics Education (RME) dengan integrasi kearifan lokal Aceh untuk meningkatkan motivasi dan hasil belajar siswa. Metode penelitian menggunakan Research and Development (R&D) model Borg & Gall yang dimodifikasi, melalui tahapan analisis kebutuhan, perancangan, validasi ahli, uji coba terbatas, revisi, uji coba lapangan utama, hingga revisi akhir. Subjek penelitian melibatkan 30 siswa kelas V SD pada tahap uji terbatas dan 90 siswa dari tiga sekolah dasar berbeda pada tahap uji lapangan dengan desain quasi-experiment menggunakan pretest-posttest control group design. Instrumen yang digunakan meliputi angket respon siswa, lembar validasi ahli, serta tes hasil belajar. Hasil validasi ahli menyatakan produk berada pada kategori sangat valid. Uji terbatas menunjukkan 90% siswa menilai game mudah digunakan dan 85% merasa lebih termotivasi, dengan peningkatan hasil belajar dari skor rata-rata pretest 62 menjadi 78 pada posttest; analisis uji t berpasangan menghasilkan t(29)=5,84, p<0,001. Uji lapangan menunjukkan peningkatan signifikan, di mana kelas eksperimen meningkat dari skor rata-rata 61 menjadi 84, sedangkan kelas kontrol hanya meningkat dari 63 menjadi 72; hasil ANOVA F(1,88)=12,35, p<0,01 dengan effect size 0,82 (kategori besar). Disimpulkan bahwa game edukatif berbasis RME dengan kearifan lokal Aceh efektif meningkatkan motivasi dan hasil belajar siswa, serta berpotensi dikembangkan lebih lanjut dengan penambahan fitur adaptif dan interaktif untuk memperkuat keterlibatan siswa.Kata kunci: Deep Learning; Game; Kearifan Lokal; RME