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Eksperimen Media Zep Quiz Dan Flashcard Dalam Model Pembelajaran Team Games Tournament (TGT) Terhadap Motivasi Belajar Siswa Nur Hidayati; Wiwin Astuti; Suyatman Suyatman; Ari Wibowo
Jurnal Karya Pendidikan Matematika Vol 13, No 1 (2026): Jurnal Karya Pendidikan Matematika Volume 13 Nomor 1 Tahun 2026
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jkpm.13.1.2026.89-98

Abstract

Motivasi belajar menjadi aspek esensial siswa agar dapatmemaksimalkan pembelajaran. Namun, motivasi belajar siswa dikelas VIII MTsN 4 Klaten masih belum mencapai hasil maksimal,mengindikasikan pentingnya media pembelajaran yangmengoptimalkan keterlibatan siswa. Penelitian ini mengkajiperbedaan: (1) motivasi belajar siswa sebelum dan sesudaheksperimen media ZEP Quiz dalam model TGT; (2) motivasibelajar siswa sebelum dan sesudah eksperimen media flashcarddalam model TGT; serta (3) motivasi belajar siswa sesudaheksperimen media ZEP Quiz dan flashcard dalam modelpembelajaran TGT. Metode kuantitatif dengan rancanganeksperimen semu nonequivalent control group design digunakandalam penelitian ini. Sebanyak 167 siswa kelas VIII MTsN 4Klaten menjadi populasi penelitian, sedangkan sampel ditetapkanmelalui teknik cluster random sampling yaitu kelas VIII A dan kelasVIII B. Validitas dan reliabilitas diujikan pada angket motivasibelajar untuk mengumpulkan data. Analisis data mencangkupanalisis deskriptif, pengujian normalitas dan homogenitas, sertauji hipotesis mencangkup paired dan independent sample t-test.Berdasaarkan hasil analisis dinyatakan: adanya perbedaanmotivasi belajar setelah eksperimen media ZEP Quiz dan flashcarddalam model pembelajaran TGT, namun tidak terdapatperbedaan yang signifikan antara motivasi belajar siswa padakelas yang menggunakan media ZEP Quiz maupun kelas yangmenggunakan media flashcard dalam model pembelajaran TGT.
Analisis Persepsi Siswa Terhadap Implementasi Kurikulum Merdeka Dalam Pembelajaran Matematika Zulfin Nissa Fathiaz Zahra; Wiwin Astuti
JUMAT: Jurnal Matematika Vol. 3 No. 1 (2025): JUMAT, Juni 2025
Publisher : Institut Agama Islam Negeri Fattahul Muluk Papua

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

Abstract

The impact of learning with an independent curriculum can make students more interested in learning because there are new things such as often being in groups and students are more active, but there are problems in the learning process. Where the independent curriculum itself is a curriculum that places more emphasis on the character and competence of students. So student perceptions here are very important because the aim is to determine their perceptions regarding the implementation of the independent curriculum in mathematics learning regarding positive and negative impacts on students. This research uses a qualitative descriptive method. The results of the research show that the independent curriculum has a positive impact on students, but apart from that, several things mean that the implementation of the independent curriculum has not run optimally.
PENGEMBANGAN MEDIA PEMBELAJARAN E-COMIC BERBASIS ETNOMATEMATIKA WAYANG KULIT UNTUK MENUNJANG KEMAMPUAN LITERASI NUMERASI Aleza Dwi Septi; Wiwin Astuti; Heldy Ramadhan Putra P; Lila Pangestu Hadiningrum
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i2.9598

Abstract

The low level of students' numeracy literacy and the limited variety of media in mathematics learning are the background for this research. The purpose of this research is to describe the development process and determine the level of feasibility and practicality of the developed media. The main focus is to develop e-comic learning media that facilitates the understanding of the concept of congruence while supporting numeracy literacy skills through an ethnomathematics approach. The research procedure applies the Research and Development development method with a 4D model limited to the Define, Design, and Development stages. This media development was carried out by identifying congruent shapes in the shadow puppet characters Wijanarka, Werkudara, Baladewa, and Semar, then arranged using the Canva application in flipbook format. The validation results showed a feasibility level of 88.93% from material experts and 90% from media experts, both of which are included in the "Very Feasible" category. A limited trial of 10 students resulted in a practicality percentage of 90.6% with the "Very Practical" criteria. This e-comic media based on shadow puppet ethnomathematics is declared very suitable and practical to be used as an innovative learning media to facilitate contextual understanding of concepts and support students' numeracy literacy skills through the preservation of local culture. ABSTRAK Rendahnya kemampuan literasi numerasi siswa serta keterbatasan variasi media dalam pembelajaran matematika melatarbelakangi dilakukannya penelitian ini. Tujuan penelitian ini adalah untuk mendeskripsikan proses pengembangan dan mengetahui tingkat kelayakan serta kepraktisan media yang dikembangkan. Fokus utamanya yaitu mengembangkan media pembelajaran e-comic yang memudahkan pemahaman konsep kekongruenan sekaligus menunjang kemampuan literasi numerasi melalui pendekatan etnomatematika. Prosedur penelitian menerapkan metode pengembangan Research and Development dengan model 4D yang dibatasi pada tahap Define, Design, dan Development. Pengembangan media ini dilakukan dengan mengidentifikasi bangun-bangun kongruen pada tokoh wayang kulit Wijanarka, Werkudara, Baladewa, dan Semar, kemudian disusun menggunakan aplikasi Canva dalam format flipbook. Hasil validasi menunjukkan tingkat kelayakan sebesar 88,93% dari ahli materi dan 90% dari ahli media, yang mana keduanya masuk dalam kategori "Sangat Layak". Uji coba terbatas kepada 10 siswa menghasilkan persentase kepraktisan sebesar 90,6% dengan kriteria "Sangat Praktis". Media e-comic berbasis etnomatematika wayang kulit ini dinyatakan sangat layak dan praktis digunakan sebagai media pembelajaran inovatif untuk memfasilitasi pemahaman konsep secara kontekstual dan menunjang kemampuan literasi numerasi siswa melalui pelestarian budaya lokal.
Hubungan Self Efficacy terhadap Penggunaan Chatbot AI dalam Pengerjaan Tugas Mahasiswa Semester 7 Tadris Matematika UIN Raden Mas Said Tahun Ajaran 2025/2026 Toha, Andi Muhammad; Astuti, Wiwin
Imajiner: Jurnal Matematika dan Pendidikan Matematika Vol 8, No 1 (2026): Imajiner: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/imajiner.v8i1.26175

Abstract

This study aims to examine the relationship between self-efficacy and the use of AI chatbots in completing academic assignments among Mathematics Education students. A quantitative approach with a correlational design was employed. The research population consisted of 81 students from three classes, and the sample was selected using cluster random sampling by taking two classes. Data were collected through self-efficacy and AI chatbot usage questionnaires that had met validity and reliability requirements. Data analysis included descriptive statistics, prerequisite tests, Pearson correlation analysis, and simple linear regression. The results revealed a positive and significant relationship between self-efficacy and AI chatbot usage, with a correlation coefficient of r = 0.422 and a significance value of 0.001. Regression analysis indicated that self-efficacy contributed 17.8% to the use of AI chatbots. These findings suggest that students with higher self-efficacy tend to utilize AI chatbots more adaptively as supportive learning tools. Therefore, strengthening students’ self-efficacy is essential to ensure that AI chatbot usage effectively supports mathematics learning.