Sukmawati, R Ati
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ISpring-based instruction media that accommodate student’s learning style to support differentiated instruction Mardiana, Mardiana; Sukmawati, R Ati; Juhairiah, Juhairiah
Math Didactic: Jurnal Pendidikan Matematika Vol 10 No 1 (2024): Januari - April 2024
Publisher : Universitas PGRI Kalimantan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33654/math.v10i1.2327

Abstract

Kurikulum merdeka demands teachers to apply differentiated instruction in the classroom. Differentiated instruction can be applied in four ways, one of them is differentiate content. Differentiate content is done by adjusting how the material will be taught or learned by students based on their learning style. To do this, teachers can present interactive instructional media that accommodate the learning styles of students. Then to present these media, an adequate technology such as iSpring is required. This reseach aims to develop instructional media that accommodates students' learning styles to support differentiated instruction.in trigonometric ratios material using iSpring. The reseach employed R&D method and ADDIE development model. The research was conducted in X RPL 2 SMKN 4 Banjarmasin, which consisted of 36 students with dominant visual and auditory learning styles. The research findings showed that the instructional media developed were valid and very practical for visual students and auditory students.
PENGEMBANGAN PERANGKAT PEMBELAJARAN DIGITAL BERBASIS DISCOVERY LEARNING PADA MATERI TRANSFORMASI GEOMETRI KELAS XI Laili, Zahratul; Sukmawati, R Ati; Kamaliyah, Kamaliyah
EDU-MAT: Jurnal Pendidikan Matematika Vol 11, No 2 (2023)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v11i2.15828

Abstract

Ketersediaan komputer/laptop dan diijinkannya peserta didik menggunakan smarthphone di sekolah menengah atas (SMA) dapat dimanfaatkan guru untuk merancang pembelajaran yang menarik, melalui pembuatan perangkat pembelajaran digital. Menghasilkan perangkat pembelajaran digital berbasis discovery learning pada materi transformasi geometri yang valid, praktis, dan efektif menjadi target utama dari penelitian ini. Model four-D adalah model yang diterapkan untuk penelitian ini, dengan membatasi hanya 3 tahap, yaitu tahap define, design, dan develop. Subjek uji coba penelitian terdiri dari 35 peserta didik kelas XI MIPA 2 dan XI MIPA 3 SMA Negeri 3 Banjarmasin. Instrumen pengumpulan data menggunakan lembar validasi, lembar angket respons peserta didik, dan lembar tes hasil belajar peserta didik. Hasil pengembangan berupa perangkat pembelajaran yang terdiri dari media pembelajaran, bahan ajar, lembar kerja peserta didik (LKPD), dan evaluasi. Secara keseluruhan perangkat pembelajaran dibuat menggunakan geogebra book. Untuk media pembelajaran digunakan tambahan aplikasi google slide. Hasil analisis menunjukkan perangkat pembelajaran digital berbasis discovery learning pada materi transformasi geometri untuk peserta didik kelas XI yang dikembangkan ini memenuhi kriteria valid, praktis, dan efektif. Hasil penelitian pengembangan ini menunjukkan produk layak digunakan untuk kegiatan belajar.  Kata Kunci: Pengembangan, perangkat pembelajaran digital, discovery learning, transformasi geometri Abstract: The availability of computers/laptops and the ability of students to use smartphones at senior high schools can be utilized by teachers to make learning interesting, through the creation of digital learning devices. Producing discovery learning-based digital devices on geometry transformation which are in valid, practice, and effective is the main target of the research. The four-D model is the applied for the research, by limiting only 3 phases, defined, designed, and developed. The research trial subjects are 35 students from grade XI MIPA 2 and XI MIPA 3 of State Senior High School 3 Banjarmasin. Data collection instruments used validation sheets, student response questionnaire sheets, and student learning outcomes test sheets. The results of the development consist of learning media, learning materials, the worksheets, and evaluations. Overall, learning devices are made using Geogebra book. For learning media used additional google slide applications. Analysis results show that discovery learning-based digital devices on geometry transformation for grade XI students that are developed meet current valid, practice, and effective criteria. Therefore, the results of this development research state that the products are feasible to use for learning activities. Keywords: Development, digital learning device, discovery learning, geometry transformation
DEVELOPMENT OF WEB-BASED INTERACTIVE LEARNING MEDIA ON THE TOPIC OF LIVING ORGANISM ADAPTATION USING THE TUTORIAL METHOD Sukmawati, R Ati; Khairunnisa, Khairunnisa; Yulinda, Ratna; Adini, Muhammad Hifdzi; Purba, Harja Santana; Ningrum, Nur Syifa
QUANTUM: Jurnal Inovasi Pendidikan Sains Vol 15, No 1 (2024): April 2024
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/quantum.v15i1.17489

Abstract

Web-based interactive learning media is a computer-based learning media, which was developed to provide feedback on user activities. The aim of this research is to develop appropriate web-based interactive learning media, on material on the adaptation of living things, using the tutorial method. The type of research used is Research and Development with the ADDIE development model, which has stages of analysis, design, development, implementation and evaluation. The test subjects were sixth grade students at SDN Sungai Miai 11 Banjarmasin. Data collection techniques were carried out using questionnaire techniques and test techniques. The data analysis techniques used are descriptive statistics and n-gain. The result of this research is web-based interactive learning media on the adaptation of living things using the tutorial method, which was developed using HTML, CSS, Bootstrap, Javascript, JSON, Firebase, Canva and Netlify technology. The results of the analysis show that the learning media material content is valid, in the very high category, while the media validity value is in the high category. The results of the practicality test show that the media is declared practical, with student responses on average agreeing. The media is also declared effective, with an n-gain value for medium qualifications and average student learning outcomes above the KKM. Therefore, web-based interactive learning media, on the adaptation of living things, using the tutorial method is declared suitable for use as supporting media in science learning in sixth grade.
Developing High School Mathematics Teacher Competence Through Computational Thinking Integration Workshop Sari, Delsika Pramata; Pamuji, Rizky; Purba, Harja Santana; Adini, Muhammad Hifdzi; Saputra, Novan Alkaf Bahraini; Sukmawati, R Ati; Wiranda, Nuruddin; Mahardika, Andi Ichsan; Alizhafya, Nova Nor; Ardhabilly, Muchammad
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 7, No 2 (2025)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v7i2.13561

Abstract

This community service (CS) aimed to develop the competence of high school mathematics teachers through workshops integrating computational thinking in Barito Kuala Regency. The implementation method of this consisted of preparation, activity implementation and mentoring, and evaluation stages. In the preparation stage, a computational thinking workshop module was developed for mathematics material and distributed to participants during the training activities. Community service with a Participatory Action Research (PAR) approach is oriented towards community empowerment so the community can become an actor of change. Community service activities facilitate bridging mathematics teachers to develop CT in this case. This CS activity was conducted over two face-to-face meetings from August to September 2024. This CS activity was implemented in the Global Islamic Boarding School (GIBS) computer laboratory in Barito Kuala Regency. The participants who attended were 54 high school mathematics teachers from the region. The evaluation instrument used for data collection was a questionnaire filled out by participants via Google Forms. After the workshop, The evaluation showed that most teachers understood that CT was related to problem-solving through a systematic, logical, and algorithm-based approach. The high average score indicated that the training provided successfully introduced and effectively explained the CT concept. The involvement and active participation of teachers were very evident in this activity. Furthermore, an interesting finding was that teachers expressed 89.8% agreement that computational thinking needed to be taught to students. This was because CT could help students think critically and logically and build mental resilience, thereby increasing their readiness for the world of work in the future.
Motivation and learning media: How do they affect mathematics learning outcomes after the covid-19 pandemic? Pramita, Mitra; Sukmawati, R Ati; Wiranda, Nuruddin
Al-Jabar: Jurnal Pendidikan Matematika Vol 13 No 1 (2022): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v13i1.12233

Abstract

After the pandemic, people began to adjust to the changes during the pandemic. The rapid progress and development of information and technology are now entering the world of education. Information technology has begun to be widely used to support the smooth running of the teaching and learning process, one of which is to support student learning outcomes. This study aimed to determine the differences in student learning outcomes in the control and experimental classes by considering students' learning motivation. This type of research is an experimental study with a 2×2 factorial design. Discrete mathematics learning outcomes for even-semester students in 2021/2022 will be grouped based on learning media (PowerPoint and Kahoot) and student motivation (high and low). To find out the differences in student learning outcomes, a 2-way ANOVA test was carried out using SPSS. The results of this study show significant differences in student learning outcomes between students with high learning motivation and those with low learning motivation. There is no significant difference in learning outcomes between Kahoot learning media and PowerPoint learning media. Then it is known that other factors affect student concentration; namely, an interaction between learning media and learning motivation influences students' learning outcomes. The Kahoot media was proven to make the learning atmosphere more fun during the learning activities. Students were more active in participating in the learning process.