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Efektivitas Model Pembelajaran Learning Starts with A Question (LSQ) Terhadap Hasil Belajar Matematika Siswa Syaibah, Siti; Anwar, Azwar; Widyawati, Eka
Indo-MathEdu Intellectuals Journal Vol. 4 No. 3 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i3.348

Abstract

This research aimed to determine the effectiveness of the learning model of learning starts with a question (LSQ) on students’ mathematics learning outcomes. The type of research is true ekxperimental with a quantitative approach. In this study, the design used was a post-test-only control group design, namely placing research subject into two classes which were divided into experimental class and control class, with sampling used a simple random sampling technique, which means that the sample was taken randomly from the population. The instruments used in this research were lesson plans, student worksheets, and test sheets. Then, the technique of collecting data used written test on the type of essay tests. The last data was documentation to obtain school data information. The data analysis techniques used are the swimmer test (normality test, homogeneity test) and hypothesis testing (t test and z test). The result of this research showed that the average score for students’ mathematics learning outcomes applied with the learning starts with a question (LSQ) learning model = 93,37, for classes applied with the conventional learning model = 72,00. Based on the result of the different tests (final test) using the z- test, the value z-count > z-tabel was obtained (12.00733 > 1.6450). So, it can be concluded that the learning starts with a question (LSQ) learning model is effective on the students’ mathematics learning outcomes
ANALISIS KARAKTERISTIK BUTIR TES HOTS MATEMATIKA SMA DENGAN KONTEKS KEHIDUPAN TANJUNG PALAS MENGGUNAKAN GRM Julaiha, Siti; Suciati, Suciati; Widyawati, Eka
Mathematics Education And Application Journal (META) Vol 4, No 1 (2022)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v4i1.2755

Abstract

 This study aims to analyze the characteristics of the Higher Order Thinking Skill (HOTS) high school mathematics test instrument with the context of Tanjung Palas life. This type of research is qualitative research with a descriptive approach. The subject of the study was a class XII learner of 100 people. Hots test instrument developed in the form of Two Tier Multiple Choice (TTMC) as many as 7 items. The test participant score data obtained was analyzed with a grain response theory approach using the Graded Response Model (GRM) 2-Parameter Logistic (PL) using the help of the R program. The difficulty level of the grain is located between –4,848 to 5,097 with an average of 0.0136 and the power index of different grains is located between –0.658 to 3.993. The estimated ability of test takers is at a moderate level with a percentage of 80.26% and a high level with a percentage of 11.84%.Keywords: GRM; HOTS; polytomus, R program, item response theory. Penelitian ini bertujuan untuk menganalisis karakteristik instrumen tes Higher Order Thinking Skill (HOTS) matematika SMA dengan konteks kehidupan Tanjung Palas. Jenis penelitian ini merupakan penelitian kualitatif dengan pendekatan deskriptif. Subjek penelitian adalah peserta didik kelas XII sebanyak 100 orang. Instrumen tes HOTS yang dikembangkan berupa Two Tier Multiple Choice (TTMC) sebanyak 7 butir. Data skor peserta tes yang diperoleh dianalisis dengan pendekatan teori respon butir menggunakan Graded Response Model (GRM) 2-Parameter Logistic (PL) menggunakan bantuan program R. Tingkat kesulitan butir terletak antara –4,848 sampai dengan 5,097 dengan rata-rata 0,0136 dan indeks daya beda butir terletak antara –0,658 sampai dengan 3,993. Estimasi kemampuan peserta tes berada pada level sedang dengan persentase 80.26%dan level tinggi dengan persentase 11.84%.Kata kunci: GRM, HOT, Politomus, Program R, Teori Respon Butir.
Respons Siswa Terhadap Aplikasi "BANG SIKUNG" Berbasis Android Nursyam, Febriyani; Widyawati, Eka; Mucti, Alfian
Mathematics Education And Application Journal (META) Vol 4, No 1 (2022)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v4i1.2914

Abstract

Android-based media is one of the newest types of media that utilizes technology in learning. To find out whether the media used is good or not in learning, student responses are needed. Therefore, this study was intended to determine student responses to the "BANG SIKUNG" application. The type of research is descriptive research with a quantitative approach. Student responses came from a sample of 15 students from class IX-7 with a sampling technique using purposive sampling. The instrument used is a questionnaire that has been validated by previous researchers with a total of 17 statements. The analysis was carried out using data categorization techniques. The results showed that the average student response was 92.25 in the "Very Good" category. Thus, the "BANG SIKUNG" application received a positive response from students.Keywords: Learning Media, Student Response, BANG SIKUNGMedia berbasis android merupakan salah satu jenis media terbaru yang memanfaatkan teknologi dalam pembelajaran. Untuk mengetahui media yang digunakan baik atau tidak dalam pembelajaran, diperlukan respon siswa. Oleh sebab itu, penelitian ini dimaksudkan untuk mengetahui respon siswa terhadap aplikasi “BANG SIKUNG”. Jenis penelitian yaitu penelitian deskriptif dengan pendekatan kuantitatif. Respon siswa berasal dari sampel sebanyak 15 siswa dari kelas IX-7 dengan teknik sampling menggunakan purposive sampling. Instrumen yang digunakan berupa angket yang telah divaliditas oleh peneliti sebelumnya dengan jumlah pernyataan sebanyak 17 butir. Analisis dilakukan dengan menggunakan Teknik kategorisasi data. Hasil penelitian menunjukkan rata-rata respon siswa sebesar 92.25 degan kategori “Sangat Baik”. Dengan demikian, apliaksi “BANG SIKUNG” memperoleh respon positif dari siswa.Kata kunci: Media Pembelajaran, Respon Siswa, BANG SIKUNG
Model Pembelajaran Two Stay Two Stray (TSTS) Terhadap Kemampuan Komunikasi Matematis Alisa, Nur; Susanti, Dwi; Hermansyah; Widyawati, Eka
Mandalika Mathematics and Educations Journal Vol 7 No 2 (2025): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v7i2.9022

Abstract

Mathematical communication skill (KKM) is the ability of students to communicate ideas in writing to solve problems. However, students still have not been able to solve the problem and do not write conclusions. So it is necessary to apply the Two Stay Two Stray (TSTS) learning model with a realistic approach to student KKM. The TSTS learning model can give students freedom to understand the material, develop mathematical ideas, write, and convey the results of their thinking to other students. This research was an experimental research with a posttest-only nonequivalent groups design. Sampling was conducted using the purposive sampling technique based on consideration of the lowest class average score, and a population equality test was performed using a one-way ANOVA test. Data collection was carried out using a posttest containing 4 questions and analyzed using descriptive statistics and a one-way ANOVA test. The results showed that the value of Fcount: 6.629159 > Ftable: 4.003983, so that the learning model affects math communication skill. Furthermore, a double comparison test was conducted with the Scheffe method and obtained that Fcount: 6.5863 > Ftable: 4.003983, which shows a significant difference between the average of the TSTS learning model with a realistic approach and the conventional learning model. So, it is concluded that the TSTS learning model with a realist approach is the best.
RELEVANSI KEMAMPUAN PRASYARAT DALAM PENGUASAAN KONSEP MAHASISWA Widyawati, Eka
Jurnal Penalaran dan Riset Matematika Vol. 4 No. 1 (2025): April 2025
Publisher : Almeera Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62388/prisma.v4i1.534

Abstract

The mathematics material that has been taught to students will be a prerequisite for the next material. So if the previous material has not been fully mastered by students, it will affect the mastery of concepts in the next material. In the Introduction to Basic Mathematics course presented in semester I in the mathematics education department, it contains basic materials such as sets, functions, and logic that have been studied in high school. So the prerequisite material that must be mastered by students is the material that has been obtained in high school. What is needed in learning mathematics is to understand the concepts in a structured manner starting from basic concepts to moving on to more advanced material. This study aims to determine the relevance of prerequisite abilities to students' mastery of concepts. The research method used is ex post facto. The subjects of this study were 30 first semester students at Borneo Tarakan University. The instruments used were prerequisite ability tests and concept mastery tests in the Introduction to Basic Mathematics course. The analysis used was Pearson correlation test data analysis using SPSS 30 for windows. Based on the results of the analysis, a correlation coefficient value of 0.796 was obtained so that there was a relationship and significance between the two variables, where the relationship between the two variables was in a strong relationship
ANALISIS NILAI KARAKTER YANG TERDAPAT DI DALAM LAGU ANAK-ANAK SEBAGAI PENGEMBANGAN BAHAN PEMBELAJARAN PADA PESERT DIDIK SDN MANTENG 01 JAKARTA Nuryanto, Misran; Widyawati, Eka
El Banar : Jurnal Pendidikan dan Pengajaran Vol 5 No 2 (2022): El Banar : Jurnal Pendidikan dan Pengajaran
Publisher : STAI Bani Saleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54125/elbanar.v5i2.148

Abstract

Pendidikan karakter merupakan upaya yang terencana untuk menjadikan peserta didik mengenal, peduli dan menginternalisasi nilai-nilai sehingga peserta didik berprilaku sebagai insan kamil. Lagu anak-anak merupakan salah satu sarana mendidik anak, sebab lagu anak dapat menyampaikan pesan nilai karakter kepada anak dengan sederhana dan menyenangkan. Penelitian ini bertujuan untuk menganalisis nilai karakter yang terdapat di didalam lagu anak-anak sebagai pengembangan bahan pembelajaran pada peserta didik. Metode penelitian yang digunakan dalam penelitian ini adalah kualitatif. Subjek dalam penelitian ini adalah 5 guru. Pendekatan yang digunakan adalah pendekatan kualitatif dengan metode analisis deskriptif dimana metode ini dapat menggali dan memahami suatu proses atau gambaran di sekolah tersebut. Berdasarkan hasil penelitian yang telah diperoleh dilapangan, melalui teknik pengumpulan data berupa wawancara dan dokumentasi bahwa siswa di SDN Menteng 01 Jakarta telah mengetahui macam-macam lagu anak-anak serta tempo nada dari lagu anak-anak. Dengan menyanyikan lagu anak-anak siswa mempelajari nilai karakter mengenal arti keagamaan, arti kerjasama, arti kepedulian terhadap lingkungan, arti dari kepatuhan terhadap peraturan di sekolah, arti sopan dan santun, dan kedisiplinan.
Development of the Smartphone-Based Edutainment Game “MathVenture” as a Learning Medium Oriented Towards Creative Thinking Skills Hermansyah, Hermansyah; Widyawati, Eka
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 2 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i2.4293

Abstract

This study aims to develop and evaluate MathVenture, a smartphone-based educational game designed to enhance students' creative thinking and engagement in mathematics learning. The development process followed the ADDIE model, consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation. The study involved 30 students and 10 teachers from a Junior High School. Data were collected through pre- and post-tests to assess students' creative thinking, as well as questionnaires to evaluate the practicality of the game from both students' and teachers' perspectives. The pre-test and post-test results showed a significant increase in students' creative thinking scores, with an average pre-test score of 8.0 and a post-test score of 13.0 (t = 5.00, p < 0.05). The game received high usability ratings, with the teachers' average score for practicality being 4.29 (Very Good), and the students' average score being 4.82 (Very Good). The study concludes that MathVenture is an effective tool for enhancing creative thinking and student motivation in mathematics learning, contributing to the growing body of research on game-based learning in education.