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Pengembangan Media Interaktif Berbantuan Prezi Terhadap Kemampuan Pemahaman Matematis Topik Sistem Persamaan Linier Dua Variabel Setiyani, Setiyani; Hapsari, Trusti; Ferdianto, Ferry; Sagita, Laela; Irawanti, Ade Citra
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 9 No 1 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (994.515 KB) | DOI: 10.25139/smj.v9i1.3325

Abstract

Abstract The purpose of this research is to produce a valid interactive learning media assisted by Prezi. This research is development research using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, Evaluation. The analysis stage consists of two activities namely needs analysis and needs identification. Furthermore, at the design stage, the researcher carried out four activities, namely collecting references, compiling texts, selecting media, and media design. At the development stage, validation activities are carried out by media experts and material experts. The instruments in this study were media validation sheets and a matter of mathematical understanding abilities. Based on the results of the study, it was found that interactive media assisted by Prezi to the ability of mathematical understanding was valid with an average value of 90.5% which was categorized as very valid. The developed interactive media makes it easy for students to understand the LESTV material, ranging from delivering material in the form of video, using voice and text in a user-friendly interface, and containing exercises based on interactive concept understanding indicators with the addition of adobe flash software and active presenter. Furthermore, interactive media assisted by Prezi on mathematical comprehension skills can be used on the topic of Linear Equation System in Two Variables (LESTV). Keywords: Interactive Media Prezi, LESTV, Mathematical Comprehension Ability Abstrak Tujuan dari penelitian ini adalah menghasilkan suatu media pembelajaran interaktif berbantuan Prezi yang valid. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE yang terdiri dari 5 tahap yaitu Analysis, Desain, Development, Implementation, Evaluation. Pada Tahap analysis terdiri dari dua kegiatan yaitu analisis kebutuhan dan identifikasi kebutuhan. Selanjutnya pada tahap design peneliti melakukan empat kegiatan yaitu mengumpulkan referensi, penyusunan teks, pemilihan media dan desain media. Pada tahap development dilakukan kegiatan validasi oleh ahli media dan ahli materi. Instrumen dalam penelitian ini adalah lembar validasi media dan soal kemampuan pemahaman matematis. Berdasarkan hasil penelitian, diperoleh bahwa media interaktif berbantuan Prezi terhadap kemampuan pemahaman matematis valid digunakan dengan nilai rata- rata sebesar 90,5% termasuk kategori sangat valid. Media interaktif yang dikembangkan memberikan kemudahan bagi siswa untuk memahami materi SPLDV, variatif mulai dari penyampaian materi dalam bentuk video, penggunaan suara dan teks interface yang user friendly, dan memuat latihan soal berdasarkan indikator pemahaman konsep yang interaktif dengan tambahan software adobe flash dan active presenter. Selanjutnya media interaktif berbantuan prezi terhadap kemampuan pemahaman matematis dapat digunakan pada topik sistem persamaan linier dua variabel. Kata Kunci: Media Interaktif Prezi, SPLDV, kemampuan Pemahaman Matematis
Pelaksanaan Try Out Mata Pelajaran Matematika dalam Menghadapi USBN Di SD Negeri Kedung Dawa 2 Cirebon Herri Sulaiman; Tonah Tonah; Trusti Hapsari; Fuad Nasir
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 5, No 1 (2021)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v5i1.639

Abstract

ABSTRAKUjian Sekolah Berstandar Nasional (USBN) merupakan evaluasi skala nasional yang diselenggarakan pemerintah sebagai alat ukur untuk mengetahui keberhasilan seluruh elemen dalam proses pendidikan. Namun, ujian ini seringkali menjadi sebuah hal yang menakutkan bagi siswa dikarenakan mereka menganggap USBN sebagai pengganti UN menjadi satu-satunya alat ukur dalam keberhasilan siswa. Siswa pun seringkali merasa cemas dan khawatir dalam menghadapi ujian sekolah. Tujuan dari kegiatan ini adalah untuk mengoptimalkan persiapan siswa dalam menghadapi USBN melalui berbagai kegiatan dalam pelaksanaan pengerjaan dan pembahasaan soal-soal latihan (tryout). Metode yang dilakukan meliputi sosialisasi, pelaksanaan dan evaluasi. Dari hasil yang diperoleh, dapat diketahui bahwa siswa memiliki tingkat kesiapan yang lebih baik setelah beberapakali mengerjakan soal latihan. Hal ini menunjukkan bahwa jika siswa sering berlatih mengerjakan soal latihan, maka siswa akan memiliki tingkat kesiapan yang lebih baik dalam menghadapi ujian nasional. ABSTRACTThe national standard school examination (USBN) is a national scale evaluation held by the government as a measuring tool to determine the success of all elements in the educational process. However, this exam is often a frightening thing for students because they consider USBN as a substitute for the UN to be the only measuring tool in student success. Students also often feel anxious and worried in facing school exams. The purpose of this activity is to optimize student preparation in facing USBN through various activities in the implementation and discussion of practice questions (tryouts). The method used includes socialization, implementation and evaluation. From the results obtained, it can be seen that students have a better level of readiness after working on the practice questions several times. This shows that if students often practice doing practice questions, then students will have a better level of readiness in facing the national exam.
SIMULASI APLIKASI TRYOUT UJIAN NASIONAL BERBASIS KOMPUTER (UNBK) ONLINE DI SMA KABUPATEN CIREBON Herri Sulaiman; Trusti Hapsari; Tonah Tonah; Fuad Nasir
JURNAL PENGABDIAN AL-IKHLAS UNIVERSITAS ISLAM KALIMANTAN MUHAMMAD ARSYAD AL BANJARY Vol 6, No 1 (2020): AL-IKHLAS JURNAL PENGABDIAN
Publisher : Universitas Islam kalimantan MAB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (410.912 KB) | DOI: 10.31602/jpaiuniska.v6i1.3374

Abstract

Ujian merupakan salah satu bentuk evaluasi yang diadakan setelah proses belajar mengajar berlangsung. Banyaknya kelulusan dari suatu sekolah, mencerminkan kemajuan serta keberhasilan di sekolah tersebut. Data kelulusan di kabupaten Cirebon tahun ajaran 2017/2018 untuk SMA/SMK adalah 5.033 untuk siswa laki-laki dan 1.989 untuk siswa perempuan. Pada saat itu Ujian Nasional sudah berbasis komputer, sedangkan sekolah yang melaksanakan ujian nasional berbasis komputer hanya 8 sekolah dari 38 SMK dan 4 dari 28 SMA yang ada. Data tersebut menunjukkan bahwa masih diperlukan adanya perbaikan untuk meningkatkan kualitas pendidikan. Pada awalnya, ketika siswa melaksanakan ujian nasional menggunakan naskah tertulis, siswa masih merasakan kesulitan. Mulai dari saat menjawab soal, melingkari jawaban pada lembar jawab yang apabila salah melingkari dapat berakibat fatal pada hasil ujian yang diperoleh. Sehingga diberlakukan suatu program tryout yang digunakan sebagai sarana latihan siswa dalam menghadapi ujian nasional. Kegiatan pengabdian ini bertujua nuntuk memudahkan siswa dalam berlatih dalam mengerjakan soal ujian berbasis komputer. Berdasarkan hal tersebut maka nantinya akan dijadikan sebagai percontohan dalam program ini. Meskipun telah melaksanakan ujian nasional berbasis komputer, namun belum sepenuhnya berjalan sesuai dengan harapan karena masih kurangnya persiapan untuk melakasanakan UNBK. Metode pelaksanaan kegiatan pengabdian aplikasi tryout ujian online untuk SMA/SMK sederajat meliputi 5 tahap yaitu Analysis (analisis), Design (perencanaan), Development (produksi), Implementation (implementasi), Evaluation (evaluasi). Hasil kegiatan pengabdian PPM ini berupa (1) Aplikasi Tryout ujian online (2) Manual book untuk ditujukan untuk semua pengguna aplikasi, baik guru, siswa, maupun admin aplikasi.
Penggunaan Media POM Terhadap Kemampuan Pemahaman Matematis Siswa SMK Pada Materi Matriks Setiyani; Trusti Hapsari; Laela Sagita
Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika Vol 11 No 2 (2021)
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/buanamatematika.v12i1.2949

Abstract

The learning process that has taken place so far is still teacher-centered, dominated by high-achieving students, and the learning atmosphere is not conducive. The use of Learning Media Matrix Operation Board (POM) is expected to direct attention and stimulate students' minds to respond to a lesson. This study aims to determine student responses to the use of POM Learning Media, increase the ability to understand mathematical concepts using the Matrix Operation Board Learning Media, classical completeness and individual completeness of students using POM Media. The method used in this research is the experimental method. The research was conducted at SMK Negeri 1 Lemahabang with purposive sampling technique, namely class X TKJ 1. The results showed that the student's response to learning using a matrix operation board was 83.76%, so the response rate was very strong. there is an increase in the ability to understand mathematical concepts using POM media, the average increase reaches 0.64 with moderate interpretation. Individual completeness can be seen from the average acquisition of individual students, which is 72.2, while the classical completeness of the percentage of students is 80% complete in learning the matrix operation material. POM media can improve students' ability to understand mathematical concepts.
Literasi Matematis Siswa trusti hapsari
Euclid Vol 6, No 1 (2019): Edisi Januari
Publisher : Universitas Swadaya Gunung Jati.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (572.4 KB) | DOI: 10.33603/e.v6i1.1885

Abstract

Penelitian ini bertujuan untuk mengkaji pencapaian literasi matematis siswa  dan upaya meningkatkan literasi matematis siswa. Penelitian ini menggunakan metode survei. Responden penelitian sebanyak 108 siswa SMP kelas VIII. Data diperoleh melalui tes literasi matematis dan wawancara. Jawaban tes literasi matematis siswa dianalisis. Wawancara dilakukan untuk menggali penyebab siswa kesulitan dalam literasi matematis. Hasil yang diperoleh dalam penelitian ini adalah: (1) Pencapaian literasi matematis siswa rendah, (2) upaya yang dapat dilakukan untuk meningkatkan literasi matematis siswa adalah pembelajaran dengan menekankan konsep, membiasakan siswa menyelesaikan persoalan matematika yang terkait dengan konteks, memotivasi siswa untuk belajar dengan giat dan keras.
Analyzing Students' Cognitive Process of Mathematical Problem Solving for Mathematical Literacy Setiyani, Setiyani; Karimah, Nurul Ikhsan; Hapsari, Trusti; Sumarwati, Sri; Erawati, Turini; Suprayo, Try
EduMa: Mathematics education learning and teaching Vol 13, No 1 (2024)
Publisher : Jurusan Tadris Matematika IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/eduma.v13i1.16272

Abstract

Math education aims to develop thinking skills and promote problem-solving using math. Unfortunately, students often find it dull, leading them to rely on memorization instead of grasping concepts. Mathematical literacy involves using math in everyday situations, requiring reasoning and concept application. This study used a descriptive qualitative method to explore how eighth-grade students approach math literacy problems from a cognitive perspective. The instruments used in this research include tests, interviews, observations, and documentation. Subjects were chosen by giving numeracy problems to 25 AKM program participants, and then three subjects were selected for in-depth interviews based on cognitive level. Data analysis involved data reduction, examining results and semi-structured interview responses for verbal expressions of thinking processes related to math literacy at different cognitive levels. Based on the results of this research, subjects with high abilities demonstrated a deep understanding of the problems, organized information very well, used prior knowledge and experience to make attempts, and engaged in reflection and evaluation of the answers obtained. In summary, students with varying cognitive levels showed good math literacy skills, as evidenced by all three subjects successfully meeting the descriptors of the thinking process when solving math literacy problems
Development of Figma Educational Game Based on Mathematics Computational Thinking Ability for Vocational Students Fauziyah, Nida’; Rosdiana, Ratna; Maharani, Anggita; Hapsari, Trusti
International Journal of Trends in Mathematics Education Research Vol 7, No 2 (2024)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ijtmer.v7i2.309

Abstract

Developing educational games using Figma can help educators create engaging and interactive learning media. This also applies at the vocational school level to improve learning outcomes, especially in mathematics, which students rarely favor because it is considered a complex subject. The main problem faced by vocational students related to employability still needs to be considered higher, which is caused by the lack of availability of interactive media to hone the skills desired by the work industry, including soft skills such as logical thinking and technical functions such as computational thinking. This research aims to create an educational game based on mathematical computational skills in vocational students through a Research and Development (RD) approach by applying 4 of the five stages of the ADDIE Method, namely Analysis, Design, Development, Implementation, and Evaluation. From the four stages of the ADDIE Model, an Educational Game design using Figma entitled "Train to Mathematics" has been produced by paying attention to important aspects such as material relevance, selection of designs used, user involvement, interactivity, adaptability, and skill enhancement, in designing the concept of educational games. The research results show the feasibility level through the material validation test with a percentage of 70%, and the media validation test obtained a percentage of 80%. The results of the validation test show that the development of educational games using Figma is feasible as learning media.
Kemampuan Pemahaman Konsep Matematis Siswa pada Materi SPLDV Menggunakan Soal-soal Berbasis Taksonomi SOLO Fathonah, Dede; Hapsari, Trusti; Firmasari, Siska
Edumatica : Jurnal Pendidikan Matematika Vol 11 No 2 (2021): Edumatica: Jurnal Pendidikan Matematika
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (796.734 KB) | DOI: 10.22437/edumatica.v11i02.12156

Abstract

Story questions have level of abstraction characteristics. In the story question, it can be seen that the student' abstract extended level by changing the pattern questions according to the indicators of high-level mathematical thinking. This study aims to determine the ability of students to understand mathematical concepts in the SPLDV material using SOLO Taxonomy-based questions and student responses in working on these questions. When researchers did a teaching practice at a vocational high school in Cirebon district, they found that the students' ability to understand concepts was still low, this was confirmed by interviews with students that they did not understand SPLDV questions, especially in making mathematical models of a story problem. This research is located in one of the Vocational High Schools in Cirebon Regency. The subjects of this study were 21 class X students. The researcher used a descriptive method with a qualitative approach because the researcher wanted to find out more about how students understood mathematical concepts in the SPLDV material using SOLO Taxonomy-based questions. The results of this study were the students' ability to understand mathematical concepts in the SPLDV Material Using SOLO Taxonomy-based questions was still very low, namely 37.10% and the responses given by students were positive for the use of questions based on the use of SOLO Taxonomy-based questions.