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PENGGUNAAN PPT INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI HIMPUNAN Sayyidah, Dahlia Rizki; Efriani, Arvin; Putri, Agustiany Dumeva
Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Vol 5 No 1 (2024): Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati
Publisher : Pimpinan Cabang Muhammadiyah Kramat Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55943/jipmukjt.v5i1.165

Abstract

There are still many students who are afraid or even have difficulty understanding mathematics. One of them is the set material, this certainly influences the learning outcomes. Therefore, something interesting is needed to make students more interested and understand the material better. For this reason, researchers are interested in conducting research using interactive ppt with classpoints in the set material. The purpose of this research is to determine student learning outcomes before and after using interactive ppt. This type of research is an experiment with a one group pretest-posttest design. This research was carried out at SMP Negeri 17 Palembang in March 2024 involving class VII 6 students. The data collection technique used pretest and posttest. Data analysis uses hypothesis testing and homogeneity testing. The results of the hypothesis test obtained a value of 21 > 2.262, which means H0 is rejected and H1 is accepted. And the results of the homogeneity test are 1.446 < 3.178 which shows that the data the researcher has is homogeneous. The results of the research show that interactive ppt with classpoint can help students increase their enthusiasm for learning, be active, and improve their learning outcomes.
Desain Pembelajaran dengan Pemanfaatan Augmented Reality untuk Penguatan Kemampuan Literasi Numerasi Siswa Materi Ruang Tiga Dimensi Monika, Sintia; Putri, Agustiany Dumeva; Zahra, Atika; Agustiani, Riza
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol. 7 No. 2 (2025): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/indiktika.v7i2.14740

Abstract

Penelitian ini bertujuan untuk menghasilkan lintasan belajar tentang dimensi tiga dalam materi sudut dengan tujuan meningkatkan kemampuan literasi numerasi di kelas XII Madrasah Aliyah. Pendekatan yang digunakan adalah menggunakan teknologi augmented reality dalam konteks ruang kelas. Metode penelitian yang diterapkan adalah design research (DR), yang terdiri dari tiga tahap: Tahap pertama preparing of experiments, tahap kedua design experiment, dan tahap ketiga retrospective analysis. Tahapan preparing of experiments menghasilkan  hipotesis aktivitas pembelajaran berupa Hyphotetical Learning Trajectory (HLT), tahap  design experiment menghasilkan gambaran tentang bagaiamana aktivitas pembelajaran di kelas atau Actual Learning Trajectory (ALT), sedangkan melalui tahap retrospective analysis didapat teori berupa Local Instruction Theory (LIT). Desain pembelajaran mencakup tiga aktivitas yang memanfaatkan teknologi augmented reality di ruang kelas, membantu siswa berinteraksi dengan menampilkan ruang kelas dalam bentuk augmented reality untuk membantu pemahaman konsep sudut. Hasil penelitian menunjukkan bahwa siswa juga memberikan respon yang sesuai dengan konjektur berpikir siswa yang telah diduga pada HLT, sehingga hal ini dapat menunjukkan bahwa HLT yang telah peneliti rancang berjalan sesuai dengan tujuan pembelajaran. Analisis lembar aktivitas siswa dan tes akhir menunjukkan bahwa kemampuan literasi yang cukup baik dengan capaian maksimal di 2 dari 3 indikator literasi numerasi.
Addressing Fraction Learning Challenges: Developing Contextual Student Worksheets to Strengthen Numeracy Literacy in Junior High School Komarudin, Komarudin; Wandira, Dea Ayu; Putri, Agustiany Dumeva; Hutkemri, Hutkemri; Suherman, Suherman; Mohd Shahali, Edy Hafizan Bin; Puspita, Laila
RANGE: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2025): Range Juli 2025
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v7i1.9479

Abstract

Numeracy literacy is a critical competency in mathematics education, but students often have difficulty understanding the concept of fractions contextually. This study aims to develop Student Worksheets based on Contextual Teaching and Learning (CTL) to improve numeracy literacy in fractions at the junior high school level, emphasizing the integration of real-life contexts and curriculum relevance. This study uses the Design Research method with the Tessmer formative evaluation approach, involving 28 seventh grade students of MTs YPNH Tanah Abang, Palembang. The stages include needs analysis, prototype design, expert validation (materials and media), and gradual trials (one-to-one, small group, and field test). Data were collected through questionnaires, interviews, and learning outcome tests, analyzed qualitatively-quantitatively to assess the validity, practicality, and effectiveness of the student worksheets. The results of the study stated that the student worksheets were declared valid based on expert assessments and very practical according to student responses. The effectiveness of the student worksheets was proven by the average class value which was included in the "Very Good" category and the high percentage of learning completion. Analysis of students' answers showed an increase in students' ability to apply fraction concepts in authentic contexts, such as visual data analysis and predictions based on quantitative information. This study contributes to the selection of CTL-based student worksheets in improving students' numeracy literacy through real problems and empirically valid structured frameworks, in accordance with the principles of the Independent Curriculum.
Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis Contextual Teaching and Learning (CTL) pada Materi Relasi dan Fungsi Kelas VIII Lutfiani, Rini; Putri, Agustiany Dumeva; Ramury, Feli
Postulat : Jurnal Inovasi Pendidikan Matematika Vol. 6 No. 1 (2025): Juli 2025
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/postulat.v6i1.10327

Abstract

This research attempts to create LKPD-based instructional materials based on Contextual Teaching and Learning on Relation and Function that are workable, useful, and impact the learning outcomes of MTs Rahmatullah Mesuji Raya OKI Regency's class VIII pupils. Quantitative descriptive approach is used in this study. Using strategies for research and development. Analysis, design, development, implementation, and evaluation are the five steps of the ADDIE development model, which is followed in the development process.  Questionnaires and tests were employed to collect data. To gather and analyze the data, test data analysis methods, practicality questionnaires, and validity questionnaires were employed. The results (1) MTs Rahmatullah Mesuji Raya Learner Worksheet (LKPD) on CTL-based relation and function material is qualitatively valid. The findings of validators from the Development stage, who evaluated the characteristics of language, construct, and content, confirmed the validity of the evaluation of this LKPD. (2) The CTL-based LKPD is considered very practical considering the developed relations and functions. This practicality was transferred to the large group trial based on the results of the learner response questionnaire at the small group trial implementation stage. (3) LKPD based on contextual teaching and learning (CTL) can influence the learning outcomes of students through the relationship and function-based approach. This is indicated by the learning outcomes of students who are included in the very good category with a completeness rate of 81.2% and a very good category.
Designing Learning Instructional Theory Topics Special Lines Triangle with Augmented Reality: A Design Research Putri, Agustiany Dumeva; Agustiani, Riza; Zahra, Atika
Kreano, Jurnal Matematika Kreatif-Inovatif Vol. 16 No. 1 (2025): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : UNNES JOURNAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v16i1.2226

Abstract

Geometry is still most commonly taught using two-dimensional media such as a blackboard. What is presented on the whiteboard can have varied points of view depending on the circumstances.  The digitalization of learning is progressing in tandem with the most recent technical breakthroughs, such as Augmented Reality (AR). The purpose of this research is to create a learning design for specific triangle line material in the context of the Musi 6 Bridge utilizing AR. The research was conducted on junior high school students. This design research has three stages: experiment preparation, design experiment, and retrospective analysis. Observation, interview, documentation, and test were used to obtain data. This study developed a Local Instruction Theory (LIT) comprising five sequenced activities using the Musi 6 Palembang Bridge context and augmented reality (AR) technology. It consists of 5 activities: observing AR of Musi 6 bridge, defining height line, defining bisector line, defining median of a triangle, defining axis lines in a triangle. The study's findings revealed that, students in cycle-2 did not do better on the preliminary test than students in cycle-1, their grasp of special lines of triangles performed better than students in cycle-1. This difference shows how the activity sheet in cycle-2 provides more convenience for students in understanding the material with additional activities at the beginning of cycle-2 to recall the prerequisite material contained in the TKA. Revisions to the activity sheet made on the activity sheet include: easier AR access, AR is made more real in front of students without background, Geogebra applet is made easier to access and operate by students. This study shows that integrating AR-GeoGebra into geometry instruction (1) improves conceptual understanding through interactive 3D visualization and (2) bridges hypothetical-actual learning trajectories via real-time conjecture adjustments, while emphasizing the need for infrastructure support and teacher training. With contextual modifications, the results suggest an adaptive pedagogical model that can be used in all STEM fields. Abstrak Geometri masih paling sering diajarkan menggunakan media dua dimensi seperti papan tulis. Apa yang disajikan di papan tulis dapat memiliki sudut pandang yang berbeda-beda tergantung pada keadaannya. Digitalisasi pembelajaran mengalami kemajuan seiring dengan terobosan teknis terkini, seperti Augmented Reality (AR). Tujuan penelitian ini adalah membuat desain pembelajaran materi garis segitiga tertentu pada konteks Jembatan Musi 6 dengan memanfaatkan AR. Penelitian ini dilakukan pada siswa sekolah menengah pertama. Penelitian desain ini memiliki tiga tahap: persiapan eksperimen, desain eksperimen, dan analisis retrospektif. Observasi, wawancara, dokumentasi, dan tes digunakan untuk memperoleh data. Penelitian ini mengembangkan Teori Pembelajaran Lokal (LIT) yang terdiri dari lima kegiatan berurutan menggunakan konteks Jembatan Musi 6 Palembang dan teknologi augmented reality (AR). LIT terdiri dari 5 kegiatan yaitu mengamati AR jembatan Musi 6, menentukan garis ketinggian, menentukan garis bagi, menentukan garis berat, menentukan garis sumbu pada suatu segitiga. Temuan penelitian mengungkapkan bahwa, siswa pada siklus-2 tidak mengerjakan tes pendahuluan lebih baik dibandingkan siswa pada siklus-1, pemahaman mereka terhadap garis-garis khusus segitiga lebih baik daripada siswa pada siklus-1. Perbedaan ini menunjukkan bahwa lembar kegiatan pada siklus-2 memberikan kemudahan bagi siswa dalam memahami materi dengan kegiatan tambahan di awal siklus-2  untuk mengingat kembali materi prasyarat yang ada pada TKA. Revisi lembar kegiatan yang dilakukan pada lembar kegiatan antara lain: akses AR lebih mudah, AR dibuat lebih nyata di depan siswa tanpa latar belakang, applet Geogebra dibuat lebih mudah diakses dan dioperasikan oleh siswa. Studi ini menunjukkan bahwa mengintegrasikan AR-GeoGebra ke dalam pembelajaran geometri (1) meningkatkan pemahaman konseptual melalui visualisasi 3D interaktif dan (2) menjembatani lintasan pembelajaran hipotetis-aktual melalui penyesuaian dugaan waktu nyata, sekaligus menekankan perlunya dukungan infrastruktur dan pelatihan guru. Dengan modifikasi kontekstual, hasilnya menunjukkan model pedagogis adaptif yang dapat digunakan di semua bidang STEM.
Increasing Students' Learning Motivation Through Dicovery Learning-Based Educational Game Media Technology Dia , Erina Rahma; Putri, Agustiany Dumeva; Zahra, Atika
Journal of Curriculum and Pedagogic Studies (JCPS) Vol. 3 No. 1 (2024): JCPS
Publisher : UIN Sulthan Thaha Saifuddin Jambi, Pusat Kajian Kurikulum Pengembangan Pengajaran dan Pembelajaran (Center of Curriculum Studies, Teaching and Learning Development)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30631/jcps.v3i1.2642

Abstract

The number of students who experience difficulties in understanding mathematical concepts is due to monotonous teaching methods that cause indifference and lack of motivation for students to learn in learning. This research aims to enable teachers to utilize technology as an interactive learning medium to increase students' learning motivation in understanding mathematical concepts by presenting the concept of educational games. The educational game media used is based on discovery learning, which means that with discovey learning, students will be encouraged to discover mathematical concepts and explore new knowledge through exploration. The research subjects used were grade VIII students at SMP Negeri 40 Palembang. The research method used is Research and Development research with development studies, whose stages are adjusted to the tessmer development model. Based on the results of the research in the field test stage trial, with the data collection techniques being learning motivation questionnaires, student response questionnaires and interviews, it was stated that discovery learning-based educational game media had a positive influence on increasing students' learning motivation. This is evidenced by the enthusiasm of students in participating in learning, they compete to achieve the highest score and be the fastest to solve the challenge in the educational game and also based on the results of data analysis which shows that the average score of the student learning motivation questionnaire increased to 82.76% with a high category after using the media.
Didactical Transposition in Designing Social Arithmetic Learning Vlogs in Tijarah Context Liana Septy; Agustiany Dumeva Putri; Yuli Fitrianti; Feli Ramury
Jurnal Inovasi Matematika Vol 6 No 2 (2024): Inovasi Matematika (Inomatika)
Publisher : Pendidikan Matematika Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/inomatika.v6i2.474

Abstract

Change of thinking starting from the references used to new knowledge that will be taught and learned. In every design or learning process there will definitely be a didactic transposition process. This research is a phenomenological research that explains what didactic transpositions occurred when designing the arithmetic learning vlog script in the Tijarah context which was prepared by one of the students at UIN Raden Fatah Palembang. The data used is in the form of learning resources, results of expert discussions and 4 drafts of arithmetic learning vlog scripts in the Tijarah context. All data is explained and combined into a table that is easier to understand. Data collection took the form of group discussions and also portfolio analysis carried out on learning vlog scripts. From the results of the analysis, it was found that didactic transposition occurred in the preparation of the Arithmetic learning vlog script in the Tijarah context, which was seen from 1) changes in context and the problems raised; 2) the form of constructivist learning and 3) the relationship between learning and the Tijarah context. This shows that in the process of preparing open materials, didactic transposition can occur.
Development of e-module using context of the Muara Enim traditional house on polyhedron materials Nizar, Harisman; Ismayanti, Emy; Putri, Agustiany Dumeva
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 12 No 1 (2024)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v12i1.16952

Abstract

: This study aims to produce e-module teaching materials based on PMRI on polyhedron material for class VIII SMP using the context of the Muara Enim traditional house using the Canva application, as well as to find out whether this e-module is valid, practical, and has a potential effect on problem-solving abilities in students. Learners. The research method used is R&D using Tessmer. The research process consists of two stages: the first preliminary stage, which includes the preparation and design stages, and the second assessment, which is a formative flow that provides for self-evaluation, expert review, one-to-one, small groups, and field tests. Compiled with the PMRI approach and linked to the context of the Muara Enim traditional house, the stages of testing the presentation of e-module teaching materials. The e-module learning materials were given to class VIII students of Junior High School. At this time, it shows that using e-modules in making teaching materials is valid and practical with qualitative analysis. The validity of teaching materials is carried out at the expert review stage using the validator's comments and suggestions—validity aspects in terms of the E-module's content, construction, and language. Practicality is done in the one-to-one, small group, and field test stages by looking at student comments and suggestions. The potential effect is the result of student evaluation tests used in field tests. The developed e-module teaching materials have a possible effect with an accuracy rate of 72.6%, so the e-module is potentially impacting mathematical problems. The researcher suggests that future researchers make the questions in the e-module more varied. Questions vary by providing questions from cognitive levels from C1 to C6.
Analisis Kemampuan Pemecahan Masalah Matematis pada Pembelajaran Matematika Dilihat dari Tipe Kepribadian Peserta Didik Satya, Muhammad Arya; Putri, Agustiany Dumeva; Nizar, Harisman
SJME (Supremum Journal of Mathematics Education) Vol 6 No 2 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i2.5786

Abstract

This study aims to analyze mathematical problem solving abilities in mathematics learning based on the personality types of students. The research method used in this study is a descriptive method with a qualitative approach. The subjects of this study were 6 students of SMP Tunas Teladan Palembang in the odd semester of the 2021/2022 academic year. Subjects were taken using purposive sampling technique, based on the personality type of the students. Data analysis in this research is qualitative data analysis which consists of data reduction, data presentation and conclusion drawing. From this study, it was concluded that: (1) students with extroverted personality type were able to meet problem solving indicators at the stage of understanding problems, planning and solving problems, but did not meet indicators at the re-examining stage (2) students with introverted personality types were able to fulfill all problem solving indicators at the stage of understanding the problem, making plans, solving problems and checking again.
Desain pembelajaran materi pembagian pecahan: Implementasi penguatan literasi numerasi siswa SMP dengan Artificial Intelligence Syah, Aditiyah Erwin; Agustiani, Riza; Zahra, Atika; Putri, Agustiany Dumeva
Cakrawala Vol 4, No 2 (2025): Desember
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/cakrawala.v4i2.3010

Abstract

Penelitian ini bertujuan untuk merancang desain pembelajaran matematika materi pembagian pecahan dengan pecahan berbantuan Artificial Intelligence (AI) guna penguatan literasi numerasi siswa SMP. Metode yang digunakan adalah design research tipe validation studies, yang terdiri dari tiga tahapan: preparing for the experiment, design experiment, dan retrospective analysis. Subjek penelitian adalah siswa kelas VII SMP Negeri 44 Palembang, dengan pengumpulan data melalui observasi, wawancara, tes (kemampuan awal dan akhir), dan dokumentasi, menggunakan konteks lapangan Gobak Sodor. Analisis data dilakukan secara deskriptif, berfokus pada perbandingan peningkatan kemampuan literasi numerasi siswa. Hasil penelitian menunjukkan bahwa desain pembelajaran berbantuan AI ini terbukti efektif, memberikan pengalaman belajar yang lebih interaktif dan visual, serta berhasil merumuskan Local Instruction Theory (LIT). Secara spesifik, penguatan kemampuan literasi numerasi siswa terjadi pada tiga indikator utama: (a) menggunakan angka dan simbol matematika dasar untuk memecahkan masalah praktis, (b) menganalisis informasi yang ditampilkan dalam berbagai bentuk (grafik, tabel, bagan), dan (c) menggunakan interpretasi hasil analisis untuk memprediksi dan mengambil keputusan. Simpulan dari penelitian ini adalah desain pembelajaran matematika berbasis AI terbukti mampu secara signifikan meningkatkan dan menguatkan kompetensi literasi numerasi siswa SMP.