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Optimasi Pembelajaran Matematika dengan Menggunakan Game Based Learning Berbasis Kahoot: Analisis Minat Belajar Siswa Kelas VII SMP Negeri 1 Waikabubak Watu, Angelita Yessi Duka Walu; Napu, Timotius Woda; Lede, Yulius Keremata
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4244

Abstract

This study aims to determine the effect of Kahoot-based Game Based Learning on the learning interest of seventh-grade students at SMP Negeri 1 Waikabubak in mathematics. The study used a quasi-experimental method with a pretest-posttest control group design. The study population consisted of all seventh-grade students at SMP Negeri 1 Waikabubak in the 2024/2025 academic year. The sample was selected using purposive sampling and consisted of two classes. Data were collected through a multiple-choice test consisting of 10 questions and a learning interest questionnaire containing 15 statements. The results showed that the use of Kahoot had a significant effect on students' learning interest. The significance value of the hypothesis test was 0.000 < 0.05, so H0 was rejected and Ha was accepted. The comparison of average scores also reinforces these results, with the control class mean of 49.42, while the experimental class reached 63.12. N-Gain analysis shows that the increase in learning interest in the control class was in the moderate category with an average of 0.52, while in the experimental class it was in the high category with an average of 0.80. Thus, it can be concluded that the application of Kahoot-based Game Based Learning can significantly increase student learning interest compared to conventional learning. These findings confirm that the integration of technology-based interactive learning media can be an effective strategy in increasing student engagement, especially in learning mathematics on algebraic operations in junior high school
Pembelajaran Matematika Di Desa Weekura Dengan PMRI dan Model Pembelajaran Dragon Ball Making, Samuel Rex Mulyadi; Napu, Timotius Woda
Jurnal Pengabdian Pada Masyarakat IPTEKS Vol. 2 No. 1: Jurnal Pengabdian Pada Masyarakat IPTEKS, Desember 2024
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/jppmi.v2i1.72

Abstract

The problem in Wee Kura Village is that elementary school age children consider mathematics to be one of the most difficult subjects. Many elementary school age children are afraid of mathematics. One approach that can be used in learning mathematics is PMRI using the Dragon Ball Learning Model. The aim of this community service is to increase the understanding of elementary school age children through the PMRI approach using the Dragon Ball learning model. It is hoped that this community service activity will be able to overcome the problems of elementary school age children. Methods for carrying out activities include observation, preparation of service instruments, implementation of mathematics learning, evaluation and reporting. Learning activities are carried out outside school hours. The pretest results obtained the highest score of 75 and the lowest score of 45, while the average score was 60. For the posttest score, the highest score was 100 and the lowest score was 70, while the average score was 85. There was an increase in understanding abilities for elementary school age children. The interview results show that children are enthusiastic about learning mathematics, they can learn mathematics with fun approaches and method
Analisis Proses Pembelajaran Matematika dengan Pendekatan Metakognitif-Diskursif Menggunakan Sistem Kategori Napu, Timotius Woda; Lubur, Dorothea Novia Ludo; Nambers, Dominikus Savio
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 1 (2024): January - March 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i1.1285

Abstract

Pendekatan Metakognitif-Diskursif menggunakan sistem kategori memberikan dampak signifikan pada peningkatan pemahaman siswa, pengembangan keterampilan metakognitif, serta meningkatkan interaksi dan diskusi yang produktif dalam pembelajaran matematika. Penelitian bertujuan untuk mengetahui proses pembelajaran matematika dengan pendekatan metakognitif-diskursif menggunakan sistem kategori. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan melibatkan 18 siswa kelas VIII A SMPK St. Paulus karuni yang mengikuti pembelajaran matematika dengan pendekatan metakognitif-diskursif. Kami menggunakan instrumen berupa lintasan belajar, buku kerja siswa dan lembar catatan harian. Data yang dikumpulkan dianalisis melalui reduksi data, penyajian data, hingga penarikan kesimpulan. Hasil penelitian menunjukkan bahwa aktivitas metakognitif lebih dominan dilakukan antara siswa dengan siswa sendiri tanpa dibantu oleh guru. Proses pembelajaran ini juga tidak terdapat aktivitas diskursif negatif. Sebaliknya guru membangun budaya diskursif yang berdampak signifikan bagi siswa sehingga siswa terlibat dalam diskusi diantara mereka sendiri. Hasil analisis sistem kategori juga menunjukkan bahwa sebagian besar aktivitas belajar didominasi oleh siswa.