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PEMBUATAN ANIMASI PEMBELAJARAN MATEMATIKA SMA MENGGUNAKAN GEOGEBRA Sri Nur Yuliyawati; Hedi Hedi; Hazma Hazma; Anny Suryani
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol 5, No 2 (2023): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v5i2.11007

Abstract

Proses Kegiatan Belajar Mengajar (KMB) matematika dengan bantuan animasi GeoGebra akan meningkatkan pemahaman siswa karena setiap langkah penurunan rumus dan penerapannya dapat diilustrasikan. Manfaat program animasi GeoGebra bagi guru mitra kerja sama dalam kegiatan ini adalah meningkatnya kemampuan penggunaan software animasi Geogebra untuk mendukung proses KBM. Kegiatan ini dilaksanakan dalam tiga tahap. Tahap pertama, pembuatan modul tutorial; tahap kedua pelaksanaan pelatihan yang diawali “pre-assessment” dan dilanjutkan pemaparan materi dan praktik pembuatan animasi pembelajaran matematika menggunakan GeoGebra dengan topik fungsi linier, fungsi kuadrat, fungsi trigonometri, limit, turunan, vector, dan integral tentu; tahap ketiga adalah “post-assessment”. Setelah diberikan pelatihan, sebagian besar peserta menguasai materi yang diberikan dan hanya sebagian kecil tidak menguasai. Dengan demikian, dapat disimpulkan terdapat peningkatan kemampuan para guru matematika peserta pelatihan dalam pembuatan animasi pembelajaran Matematika dengan GeoGebra. Kemampuan ini sangat mendukung proses belajar mengajar matematika di kelas yang diampu sehingga peserta didiknya antusias. Kata kunci: animasi, geogebra, matematika Abstract The process of teaching and learning activities (KMB) in mathematics with the help of GeoGebra animation will increase students' understanding because each step in deriving the formula and its application can be illustrated. The GeoGebra animation program will be useful for teachers in this activity in increasing their ability to use this software to support the learning process. This activity was carried out in three stages. The first stage, creating a tutorial module; the second stage of training implementation begins with "pre-assessment" and continues with the presentation of subjects and practice in creating mathematics learning animations using GeoGebra with the topics of linear functions, quadratic functions, trigonometric functions, limits, derivatives, vectors and definite integrals; the third stage is “post-assessment”. After being given training, participants generally master the material provided. Thus, it can be concluded that there has been an increase in the abilities of the trainee mathematics teachers to create Mathematics learning animations with GeoGebra. This program really supports the mathematics teaching and learning process so that students are enthusiastic. Keywords: animation, geogebra, mathematics
VISUALISASI PENGAJARAN MATEMATIKA SMA DENGAN GEOGEBRA Hedi, Hedi; Yuliyawati, Sri Nur; Hazma, Hazma; Suryani, Anny; Mulyadi, Ahmad Deni
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 6 No. 3 (2024): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the teaching process, teachers are expected to be creative and innovative in delivering the subject matter of teaching. One of the methods that can be used is visualizing mathematics teaching using GeoGebra software. However, many teachers need help understanding how to use this software. Therefore, training is needed to visualize mathematical concepts to help teachers teach mathematics in their classes. Mathematics teaching can be visualized with the help of GeoGebra so that it can improve student understanding. With this media, concepts, formula derivations, problem-solving, and their applications can be visualized more clearly. This makes mathematics teaching more explorative because students can directly observe the relationship between analytical and visual representations of a concept and the relationship between mathematical concepts. From this activity, partner teachers benefit from increasing their ability to use GeoGebra software to support the teaching and learning process (KBM). The implementation of this training is in three steps. The first step is the formulation of a tutorial module for visualizing mathematics teaching using GeoGebra. The second step is the implementation of training activities which include pretests, explanations of the subject matter, and practices for visualizing mathematics teaching with GeoGebra. The third step is the final evaluation (posttest). At the end of the training, almost all participants mastered the training topics and only a small number had not mastered it. So, it was concluded that the competence of visualizing mathematics teaching with GeoGebra of partner teachers who attended the training increased. This competence greatly supports the implementation of mathematics teaching in the classroom and makes students more enthusiastic.
Gamification Adoption in Higher Education: TechFit Acceptance Model Lasambau, Carolina Magdalena; Juniarti, Cahaya; Nuryati, Neneng; Yuliyawati, Sri Nur; Milanti, Ajeng Ayu
Media Komunikasi FPIPS Vol. 24 No. 1 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mkfis.v24i1.92309

Abstract

This study explores the factors influencing individuals' intention to continue using gamification applications in learning, utilizing the Technology Acceptance Model (TAM) and Technology-Task Fit (TTF). Data were collected through a survey of 304 respondents using gamified learning in Indonesia. Structural Equation Modeling-Partial Least Square (SEM-PLS) was conducted to analyze the relationships between variables and test a series of hypotheses. Then, it was analyzed using Importance-Performance Map Analysis (IPMA). Using SEM-PLS and IPMA, the findings revealed that TTF constructs influence perceived usefulness (PU) and perceived ease of use (PEOU), except for technology characteristics, which do not significantly impact PEOU. Additionally, attitude is influenced by the two main TAM variables: PU and PEOU. The continuance intention to adopt gamification is influenced by attitude. This study will assist educators, educational institutions, gamification application developers, policymakers, and others concerned with the future development of education in designing effective strategies to enhance the adoption of gamification in learning. This study is the first to empirically employ the TAM and TTF to analyze the adoption of gamification applications in higher education.