Claim Missing Document
Check
Articles

Found 26 Documents
Search

Bridging Mathematics Literacy and Technology: A Self-Regulated Problem-Based Learning Approach Kusuma, Dani; Sukestiyarno, Y L
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2437

Abstract

The mathematical literacy of Indonesian students is still low since mathematical literacy is one of the capacities that every individual must possess to be competitive in this era by being able to formulate, implement, and interpret mathematics in various contexts of life. This study aims to develop a learning model to improve students' mathematical literacy. The model developed is Self-Regulated Problem-Based Learning (SRPS). The type of research used is development research (RnD) using the Analysis, Design, Development, Implementation and Evaluation (ADDIE) model. The research subjects were 15-year-old 8th-grade junior high school students. The research findings show that the SRPS model of learning has a learning syntax that requires students to follow a systematic learning process. The applied learning syntax begins with problem presentation, analysis, planning, prioritizing, decision-making, discussion, and evaluation. The syntax of SRPS learning integrates problem-based learning and executive function, resulting in a sequence of learning processes that train students to understand problems, plan, make decisions, and evaluate the solutions they design. Learning syntax is integrated into the digital learning system to systematize learning processes and develop learning habits. The final achievement of the research shows that the development model produced meets the criteria of valid, effective, and practical.
PENGEMBANGAN MEDIA PERMAINAN LUDO PEMBAGIAN ANGKA (PELUPA) PADA PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN LITERASI MATEMATIS PESERTA DIDIK KELAS IV SEKOLAH DASAR Utami, Diah Ayu; Kusuma, Dani
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 14 No. 1 (2024): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v14i1.58216

Abstract

This research aims to produce media in the form of a ludo game for dividing numbers using porogapit multilevel division material that is effective, valid, effective and practical. This type of research is development research or can be called Research and Development (R&D) using the ADDIE stage model. The subjects of this research consisted of 18 class IV students at SD Negeri Mangunsari 01 Salatiga. The effectiveness trial was carried out by giving a pretest and posttest to students, then the results obtained were carried out by a t-test using SPSS Statistics 25. From the t-test results of the initial measurement and final measurement, the Sig value was obtained. (2-tailed) of 0.000. These results show that the Sig value. (2-tailed) < 0.05, then Ho is rejected and Ha is accepted, meaning that there is an influence in the use of the ludo game media for dividing numbers which can be said to be effective. The effectiveness trial was carried out by giving a pretest and posttest to students, then the results obtained were carried out by a t-test using SPSS Statistics 25. From the t-test results of the initial measurement and final measurement, the Sig value was obtained. (2-tailed) of 0.000. These results show that the Sig value. (2-tailed) < 0.05, then Ho is rejected and Ha is accepted, meaning that there is an influence in the use of the ludo game media for dividing numbers which can be said to be effective.
PENGEMBANGAN MEDIA BELAJAR MONOPOLI MATEMATIKA BUDAYA (MONOMABA) BERBASIS BUDAYA DI SALATIGA UNTUK MENINGKATKAN KEMAMPUAN PROBLEM SOLVING DAN RASA CINTA BUDAYA PADA PEMBELAJARAN PERKALIAN MATEMATIKA SISWA KELAS IV SD Nugraha, Ronan Beema; Kusuma, Dani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.16201

Abstract

This research aims to improve problem-solving abilities and love of culture. This type of research is development research (Research & Development). The subjects in this research were 16 students in class IV-A at SDN Blotongan 02. Data collection was carried out by interviews, observations, and initial ability tests. This research method uses quantitative descriptive. The research results show that Monomaba media can be an alternative for fourth grade teachers to improve students' problem solving abilities and love of culture. The results of the practicality sheet analysis show a percentage of 81.5%, which means it is included in the good category. Media Monomaba obtained a material expert validation score of 90.6 and a media expert validation score of 94.6. Both validation results are in the "Very Good" category. Monomaba media was declared effective because the post-test results increased from the pre-test. If there is a difference in the average results of the post-test and pre-test which is indicated by a significance (2-tailed) of 0.000 <0.05 then Ho is rejected. So it can be concluded that there is a significant influence on the use of Monomaba media. Monomaba media is effectively used as a medium because there is an increase in student posttest results of 0.71 using the N Gain calculation, which is in the high category.
PENGEMBANGAN MEDIA BELAJAR PECAHAN MENGGUNAKAN KARTU DOMINO UNTUK MENINGKATKAN LITERASI MATEMATIKA PADA ANAK KELAS IV SEKOLAH DASAR Tsuraya Fitriani, Kamilia; Kusuma, Dani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18326

Abstract

This research was conducted to improve the mathematical literacy of fourth grade students. The purpose of this development research is to describe the steps of media development, media validity, practicality, and media effectiveness. The development method used is the ADDIE development model. The results showed that the media that had been developed were effective for improving students' mathematical literacy. This is evidenced from the results of material validation obtained a score of 69.33% in the category quite feasible and the results of media validation obtained a score of 97.33% in the category very feasible. Practicality results seen from the response of students get a score of 82% with a good category and a teacher response of 94% with a good category. Effectiveness results through the t test obtained a sig value. 0.000 and the average pretest result of 46.5 and the average posttest result of 75. The results of the Ngain calculation to see the effectiveness of the media obtained a value of 25.00 in the very high category. Thus, the results of the products that have been developed in the form of fractions worth domino cards can be categorized as good and suitable for use in the learning process.
Pengaruh Motivasi Belajar, Kemandirian Belajar, Executive Function, dan Rasa Percaya Diri Terhadap Kemampuan Literasi Matematis Siswa Kusuma, Dani
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (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.v6i1.2814

Abstract

This study aims to analyze the influence of learning motivation, learning independence, executive function, and confidence on students' mathematical literacy skills. This research is a quantitative research. The research sample consisted of a number of high school students who were selected through random sampling techniques. Data were collected through questionnaires and mathematical literacy tests, then analyzed for path analysis to determine the contribution of each independent variable to the dependent variable. The results showed that there was a significant influence between learning motivation, learning independence, executive function, and confidence on students' mathematical literacy skills, both partially and simultaneously. There is an influence between learning motivation, learning independence, and self-confidence directly on executive function. Literacy ability is directly influenced by executive function and learning motivation significantly. Meanwhile, learning independence and self-confidence do not have a significant direct effect on mathematical literacy skills. However, learning independence and self-confidence affect mathematical literacy skills indirectly through executive functions. These findings show that strengthening psychological and cognitive factors is indispensable in improving students' mathematical literacy.
Meningkatkan Kemampuan Pemecahan Masalah Matematis melalui Discovery Learning Berbantuan Media Konkret Geometri di Sekolah Dasar Kakadi, Ipan; Kusuma, Dani
Edukasiana: Jurnal Inovasi Pendidikan Vol. 5 No. 1 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/ejip.v5i1.3087

Abstract

Kemampuan pemecahan masalah matematis merupakan kompetensi fundamental dalam pembelajaran matematika di sekolah dasar, namun mayoritas siswa mengalami kesulitan signifikan dalam memahami konsep geometri. Penelitian ini bertujuan menganalisis efektivitas model Discovery Learning berbantuan media konkret geometri dalam meningkatkan kemampuan pemecahan masalah matematis siswa kelas II sekolah dasar pada materi bangun datar. Penelitian menggunakan metode eksperimen semu dengan desain Non-Equivalent Control Group Design yang melibatkan 35 siswa terbagi dalam kelompok eksperimen (21 siswa) dan kelompok kontrol (14 siswa). Data dikumpulkan melalui pretest dan posttest berbentuk esai yang mengukur kemampuan pemecahan masalah berdasarkan indikator Polya, kemudian dianalisis menggunakan statistik deskriptif dan Independent Samples t-test. Hasil penelitian menunjukkan perbedaan peningkatan yang sangat signifikan antara kedua kelompok (t = -17,304, p < 0,001). Kelompok eksperimen mencapai rata-rata N-Gain 0,79 (kategori tinggi) dengan ketuntasan klasikal 100%, sedangkan kelompok kontrol mencapai N-Gain 0,76. Discovery Learning berbantuan media konkret geometri terbukti lebih efektif dalam meningkatkan kemampuan pemecahan masalah matematis dibandingkan pembelajaran konvensional. Temuan ini menekankan pentingnya transformasi praktik pembelajaran menuju pendekatan berbasis eksplorasi dengan dukungan manipulatif konkret yang sesuai tahap perkembangan kognitif siswa sekolah dasar.