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Pengaruh Model Pembelajaran Blended Learning Terhadap Hasil Belajar Siswa pada Materi Sistem Gerak Manusia di Kelas XI SMAN 2 Perbaungan Nanda Sholeha; Indayana FebrianiTanjung; Reflina

Publisher : Fakultas Agama Islam Universitas Yudharta Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35891/mu'allim.v5i2.3877

Abstract

The justification for this exploration is to see the effect of mixed learning on the learning outcomes of motion structures. Tests are used in this exam strategy. This study used a semi-trial research design. Participants from the following two classes were selected through total sampling in this study: 35 students from XI IPA 2 as the control group, with 34 students from XIIIPA 1 as the experimental group. Based on the examination and conversation, it was obtained that the t value was 4.309 > 1.689, so that H0 was rejected and Ha was declared. The hypothesis testing table also shows the level of significance: 0.000 0.05. Thus according to the justification for the items in the independent T test, it is quite well accepted that there is a difference in the usual learning outcomes of the posttest control group and the posttest exploratory encounter. Thus it can be concluded that the blended learning model influences the activities and learning outcomes of class XI students of SMA N 2 Perbaungan.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA DENGAN MENGGUNAKAN CANVA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA Siregar, Asminar; Sitorus, Masganti; Reflina
Relevan : Jurnal Pendidikan Matematika Vol 1 No 2 (2021): Relevan : Jurnal Pendidikan Matematika
Publisher : Yayasan Amanah Nur Aman

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Abstract

Tujuan dari penelitian ini adalah bagaimna cara mengembangkan media pembelajaran matematika dengan menggunakan aplikasi canva yang pertama yaitu menganalisis karakteristik peserta didik dan media pembelajaran, yang kedua mendesain atau merancang terlebih dahulu media dan materi ketiga yaitu mengembangkan media yang sudah dirancang atau didesain keempat yaitu mengujicobakan media yang akan dikembangkan kepada peserta didik, yang terakhir yaitu mengevaluasi apakah media yang dikembangkan bisa meningkatkan motivasi belajar siswa pada materi Sistem Persamaan Linier Satu Varibael (SPLSV). Tingkat kelayakan dari media dengan menggunakan canva dari dua validator mencapai skor rata-rata sebesar 84,5% dengan kategori sangat baik/valid. Tingkat keefektifan dari media pembelajaran yang dikembangkan terjadi peningkatan motivasi belajar siswa sebelum menggunakan media (pre tes) dan sesudah menggunakan media (post tes) mencapai selisih/perbandingannya sebesar 50 dan 66.  Berdasarkan hasil dari perbandingan dari keduanya diperoleh nilainya sebesar 0,32 dengan kategori baik/cukup efektif meninggkatkan motivasi belajar siswa. Kata Kunci : Pengembangan ; Media Pembelajaran; Canva; Motivasi Belajar.   ABSTRAK          The purpose of this study is how to develop mathematics learning media using the Canva application, the first is to analyze the characteristics of students and learning media, the second is to design or design the media and the third material is to develop media that has been designed or designed, the fourth is to test the media that has been designed. will be developed for students, the last one is evaluating whether the developed media can increase students' learning motivation on the material of Single Variable Linear Equation System (SPLSV). The feasibility level of the media using Canva from the two validators reached an average score of 84.5% in the very good/valid category. The effectiveness level of the developed learning media increased students' learning motivation before using the media (pre test) and after using the media (post test) reaching a difference of 50 and 66. Based on the results of the comparison of the two, the value was 0.32 with the category good/quite effective in increasing students' learning motivation. Keywords: Development; Instructional Media; Canva; Motivation to learn
PEMBELAJARARAN MEANS END ANALYSIS DAN MISSOURI MATHMATICS PROJECT TERHADAP PEMECAHAN MASALAH DAN BERPIKIR KRITIS Silvi, Meutia; Saleh, Syarbaini; Reflina
Relevan : Jurnal Pendidikan Matematika Vol 2 No 1 (2022): Relevan : Jurnal Pendidikan Matematika
Publisher : Yayasan Amanah Nur Aman

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Abstract

Penelitian ini adalah penelitian kuantitatif, dimana populasinya adalah seluh kelas XI MIA MAS PAB 2 Helvetia T.P 2020/2021. Sempel yang digunakan  terdiri dari dua kelas yang ditentukan dengan teknik sampling Purposive Sampling.Teknik yang tepat untuk mengumpulkan data kemampuan pemecahan masalah dan kemampuan berpikir keritis adalah melalui tes berbentuk uraian. Sedangkan u ntuk mengetahui pengaruh antara variabel menggunakan analisis Regresi. Hasil temuan menunjukkan (1) Terdapat pengaruh model pembelajaran Means Ends Analysis (MEA) dan Missouri Mathematic Project (MMP) terhadap kemampuan pemecahan masalah di kelas XI MAS PAB 2 Helvetia, dengan  Fhitung    (12,944) > Ftabel (3,30). (2)Terdapat pengaruh model pembelajaran Means Ends Analysis (MEA) dan Missouri Mathematic Project (MMP) terhadap kemampuan Berpikir Keritis siswa di kelas XI MAS PAB 2 Helvetia, dengan  Fhitung    (11, 383) > Ftabel (3,30 ). (3) Terdapat pengaruh model pembelajaran Means Ends Analysis (MEA) dan Missouri Mathematic Project (MMP) terhadap kemampuan pemecahan masalah dan kemampuan berpikir keritis di kelas XI MAS PAB 2 Helvetia, dengan  Fhitung    (46,411) > Ftabel (3,99).Simpulan penelitian ini adalah menjelaskan bahwa kemempuan pemecahan masalah dan kemempuan berpikir keritis siswa yang diajar dengan model Means Ends Analysis (MEA) dan Missouri Mathematic Project (MMP) memiliki pengaruh yang signifikan. ABSTRACT This study is a quantitative study, where the population is all class XI MIA MAS PAB 2 helvetia T.P 2020/2021. The sample used consisted of two classes determined by purposive sampling technique. The right technique to collect data on problem solving abilities and critical thinking skills was through a test in the form of a description. Meanwhile, to determine the effect between variables using regression analysis. The findings show (1) There is an effect of the Means Ends Analysis (MEA) and Missouri Mathematical Project (MMP) learning models on problem solving abilities in class XI MAS PAB 2 Helvetia, with Fcount (12.944) > Ftable (3.30). (2) There is an effect of the Means Ends Analysis (MEA) and Missouri Mathematical Project (MMP) learning models on the Critical Thinking ability of students in class XI MAS PAB 2 Helvetia, with Fcount (11, 383) > Ftable (3,30). (3) There is an effect of the Means Ends Analysis (MEA) and Missouri Mathematical Project (MMP) learning models on problem solving skills and critical thinking skills in class XI MAS PAB 2 Helvetia, with Fcount (46.411) > Ftable (3.99). Conclusion This research is to explain that the problem-solving skills and critical thinking skills of students who are taught with the Means Ends Analysis (MEA) and Missouri Mathematical Project (MMP) models have a significant effect.
PERBEDAAN KEMAMPUAN PEMECAHAN MASALAH DAN KONEKSI DENGAN MODEL PEMBELAJARAN CORE DAN PBL Safitri, Vika; Yahfizham; Reflina
Relevan : Jurnal Pendidikan Matematika Vol 2 No 2 (2022): Relevan : Jurnal Pendidikan Matematika
Publisher : Yayasan Amanah Nur Aman

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Abstract

Penelitian ini bertujuan untuk mengetahui: 1) Perbedaan kemampuan pemecahan masalah yang diajar menggunakan model pembelajaran CORE dan Problem Based Learning; 2) Perbedaan kemampuan koneksi yang diajar menggunakan model pembelajaran CORE dan Problem Based Learning; 3) Perbedaan kemampuan pemecahan masalah dan koneksi matematis siswa yang diajar dengan model pembelajaran CORE; 4) Perbedaan kemampuan pemecahan masalah dan koneksi matematis siswa yang diajar dengan model pembelajaran PBL. Penelitian ini adalah penelitian kuantitatif, dengan jenis penelitian quasi eksperimen. Populasinya adalah seluruh siswa IX MTs Cerdas Murni, Tembung. Teknik pengambilan sampel adalah teknik sampel jenuh, dimana 23 siswa pada eksperimen I dan 23 siswa pada eksperimen II. Analisis data dilakukan dengan analisis ANAVA. ABSTRACT                     This study aims to determine : 1) Differences in problem – solving abilities taught using the CORE and Problem Based Learning; 2) The difference in connection abilities taught using the CORE and Problem Based Learning; 3) Differences in problem solving abilities and mathematical connections of students who are taught with the CORE learning model; 4)Differences in problem solving abilities and mathematical connections of students taught by the PBL learning model. This research with a quasi experimental type of research. The population is all XI grade student of MTs Cerdas Murni, Tembung. The sampling technique is the saturated technique, where 23 student in experimental I and 23 studentd in experimental II. Data analysis was carried out by ANAVA analysis.
ANALISIS KEMAMPUAN KOMUNIKASI MATEMATIS DITINJAU DARI GAYA BELAJAR VISUAL KELAS XI Kamilah, Annisa Ul; Nasution, Fauziah; Reflina
Relevan : Jurnal Pendidikan Matematika Vol 2 No 6 (2022): Relevan : Jurnal Pendidikan Matematika
Publisher : Yayasan Amanah Nur Aman

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Abstract

Penelitian ini adalah penelitian kualitatif. Subjek penelitian ini adalah 32 siswa kelas XI SMA yang berasal dari gaya belajar visual. Teknik pengumpulan data yang digunakan adalah angket, observasi, tes tertulis, dan dokumentasi. Indikator kemampuan komunikasi matematis pada tes tertulis antara lain: 1). Kemampuan menghubungkan benda nyata ke dalam ide-ide matematika, 2).Kemampuan menyatakan peristiwa sehari-hari dengan simbol-simbol matematika dalam menyajikan ide-ide matematis secara tertulis, 3).Kemampuan menjelaskan ide, situasi sehari-hari dan relasi matematis, secara tertulismaupun dnegan gambar, 4). Kemampuan memahami dan mengevaluasi ide-ide matematis dalam menyelesaikan permasalahan sehari-hari secara tertulis, dan 5).Kemampuan mengkomunikasikan kesimpulan jawaban permasaahan sehari-hari sesuai dengan pertanyaan. Berdasarkan penelitian yang dilakukan pada kelas XI IPA Swasta Harapan Mekar Medan, ditemukan hasil 37,5% yang memiliki gaya belajar visual dengan jumlah sebanyak 12 siswa, 31,25% memiliki gaya belajar auditorial dengan jumlah 10 siswa dan 31,25% memiliki gaya belajar kinestetik dengan jumlah 10 siswa. ABSTRACT       This research is a qualitative research. The subjects of this study were 32 students of class XI SMA District, who came from visual learning styles. Data collection techniques used are questionnaires, observations, written tests, and documentation. Indicators of mathematical communication skills on the written test include: 1).Ability to connect real objects into mathematical ideas, 2).Ability to express everyday events with mathematical symbols in presenting mathematical ideas in writing, 3).The ability to explain ideas, everyday situations and mathematical relationships, both in writing and with pictures,4).Ability to understand and evaluate mathematical ideas in solving everyday problems in writing, and 5).Ability to communicate conclusions and answers to everyday problems in accordance with questions. Based on research conducted in class XI IPA Swasta Harapan Mekar Medan, it was found that 37.5% had a visual learning style with a total of 12 students,31.25% had an auditory learning style with a total of 10 students and 31.25% had a kinesthetic learning style with a total of 10 students. 10 students.  
ANALISIS KEMAMPUAN LITERASI NUMERASI SISWA SMA BERDASARKAN TEORI BELAJAR SIBERNATIK DENGAN CARA BERFIKIR HEURISTIK Lainatussyifah, Putri; Reflina; Asrul
Relevan : Jurnal Pendidikan Matematika Vol 4 No 6 (2024): Relevan : Jurnal Pendidikan Matematika
Publisher : Yayasan Amanah Nur Aman

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Abstract

Penelitian ini membahas numerasi sebagai keterampilan matematika yang digunakan untuk menyelesaikan masalah sehari-hari, sesuai dengan Permendikbud No. 23 Tahun 2015. Menggunakan teori belajar sibernetik, penelitian ini menganalisis cara berpikir siswa dalam berhitung. Metode yang digunakan dalam penelitian ini adalah kualitatif. Penelitian ini dilaksanakan pada kelas X-1 pada semester ganjil tahun ajaran 2024/2025. Subjek penelitian ditentukan dari klasifikasi berpikir dari hasil tes kemampuan berhitung. Instrumen yang digunakan dalam penelitian ini adalah instrumen uji kemampuan berhitung. Pedoman untuk mengklasifikasikan cara berpikir berdasarkan teori belajar sibernetik digunakan untuk mengetahui bagaimana siswa berpikir dengan cara berpikir heuristic. Hasil penelitian menunjukkan bahwa siswa dengan pemikiran heuristik (S3 dan S4) hanya mampu sebagian, terutama S4 yang masih belum sepenuhnya benar dalam memecahkan soal matematika sehari-hari.ABSTRACT This research discusses numeracy as a mathematical skill used to solve everyday problems, in accordance with Permendikbud No. 23 of 2015. Using cybernetic learning theory, this research analyzes how students think in numeracy. The method used in this research is qualitative. This research was conducted in class X-1 in the odd semester of the 2024/2025 school year. The research subjects were determined from the classification of thinking from the results of the numeracy test. The instrument used in this research is the numeracy test instrument. Guidelines for classifying ways of thinking based on cybernetic learning theory are used to find out how students think with heuristic thinking. The results showed that students with heuristic thinking (S3 and S4) were only partially able, especially S4 who was still not completely correct in solving everyday math problems.
PENGARUH MODEL GAME BASED LEARNING “BERBURU UBUR–UBUR” TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA Rangkuti, Nur Saidah; Reflina; Ammamiarihta
Relevan : Jurnal Pendidikan Matematika Vol 4 No 6 (2024): Relevan : Jurnal Pendidikan Matematika
Publisher : Yayasan Amanah Nur Aman

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Abstract

Penelitian ini dilatar belakangi bahwa kemampuan pemecahan masalah siswa masih rendah dan siswa merasa pembelajaran matematika kurang menarik dan membosankan. Hal ini perlu diatasi dengan model pembelajaran yang tepat, yaitu dengan model pembelajaran yang dapat meningkatkan kemampuan pemecahan masalah matematika siswa. Metodologi penelitian menggunakan penelitian kuantitatif dengan pendekatan quasi – eksperimen (eksperimen semu). Populasi penelitian adalah siswa kelas XI SMA Negeri 1 Tambangan, dengan jumlah sampel 26 siswa kelompok eksperimen dan 25 siswa kelompok kontrol. Teknik pengumpulan data menggunakan tes. Pengujian validitas instrument dengan menggunakan rumus masing-masing yang dibantu dengan Microsof Excel. Serta uji t-test untuk pengujian hipotesis penelitian. Hasi penelitian mengungkapkan bahwa terdapat pengaruh model pembelajaran berbasis game “berburu ubur-ubur” terhadap kemampuan pemecahan masalah matematika siswa. Hal ini dibuktikan dengan hasil uji hipotesis uji t yang menunjukkan bahwa nilai thitung > ttabel yaitu 2,074 > 2,009 maka Ho ditolak dan Ha diterima. Dari hasil temuan penelitian maka pembelajaran berbasis game layak diterapkan di dalam kelas sebagai salah satu solusi untuk meningkatkan kemampuan pemecahan masalah matematika siswa di SMA Negeri 1 Tambangan. ABSTRACK This study was motivated by the fact that students' problem-solving abilities are still low and students feel that mathematics learning is less interesting and boring. This needs to be overcome with the right learning model, namely with a learning model that can improve students' mathematical problem-solving abilities. The research methodology uses quantitative research with a quasi-experimental approach (quasi-experiment). The population of the study was students of class XI of SMA Negeri 1Tambangan, with a sample size of 26 students in the experimental group and 25 students in the control group. Data collection techniques used tests. Testing the validity of the instrument using each formula assisted by Microsoft Excel. As well as a t-test for testing the research hypothesis. The results of the study revealed that there was an influence of the game-based learning model "jellyfish hunting" on students'mathematical problem-solving abilities. This is evidenced by the results of the t-test hypothesis test which showed that the t-count value> t-table, namely 2.074> 2.009, then Ho was rejected and Ha was accepted. From the research findings, game-based learning is feasible to be applied in the classroom as one of the solutions to improve students' mathematical problem-solving abilities at SMA Negeri 1 Tambangan.
The Influence Of Concept Map And Mind Mapping On Students' Concept Understanding And Mathematical Reasoning Ability Azizah, Nurlia; Sitorus, Masganti; Reflina
Mahir : Jurnal Ilmu Pendidikan dan Pembelajaran Vol 2 No 2 (2023): Mahir : Jurnal Ilmu Pendidikan dan Pembelajaran
Publisher : Yana Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58432/mahir.v2i2.873

Abstract

This study aims to find out whether there is an influence on the ability to understand concepts and mathematical reasoning of students who are taught with Concept Maps and Mind Mapping in class VIII MTs Daar al-Uluum Asahan Modern Islamic Boarding School in the 2021-2022 Academic Year Range. This research is a quantitative research with a quasi-experimental research type. The population is all class VIII students of MTs Modern Daar al-Uluum Asahan Islamic Boarding School for the 2021-2022 Academic Year Range, consisting of 2 classes and a total of 60 students, who were also sampled in this study. The test instrument used to determine students' ability to understand concepts and mathematical reasoning is in the form of a description. Data analysis was carried out by analysis of variance (ANAVA). The results of these findings showed: 1). The ability to understand concepts of students who were taught using the Concept Map was better than students who were taught with Mind Mapping in the material of Number Patterns in class VIII; 2). The mathematical reasoning ability of students who were taught by using Concept Map was no better than students who were taught by Mind Mapping on Number Pattern material in grade VIII; 3). The ability to understand concepts and mathematical reasoning of students who were taught by using the Concept Map was better than students who were taught by Mind Mapping in the material of Number Patterns in class VIII; 4). There is a significant interaction between the learning methods used and the ability to understand concepts and students' mathematical reasoning in the matter of number patterns. The conclusion in this study explains that students' conceptual comprehension and mathematical reasoning abilities are more appropriate to be taught with concept maps than mind maps.
EXPLORING ETHNOMATHEMATICS IN THE PROCESS OF MAKING TOFU IN DESA PENAMPAAN, ACEH TENGGARA REGENCY, AS A SOURCE OF MATHEMATICS LEARNING Lisra Mahfirah; Reflina
International Journal of Cultural and Social Science Vol. 6 No. 3 (2025): International Journal of Cultural and Social Science
Publisher : Pena Cendekia Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53806/ijcss.v6i3.1155

Abstract

This study explores the mathematical concepts involved in tofu-making through an ethnomathematics approach, linking cultural practices with mathematics education. Using qualitative methods, including interviews, observations, and documentation, the research identifies seven stages in tofu production where mathematical concepts such as arithmetic, geometry, time comparison, and ratios are applied. Findings suggest that these concepts, which are relevant to school mathematics, can serve as a contextual learning resource. The study emphasizes the importance of integrating local culture into mathematics teaching, demonstrating that everyday activities like tofu-making offer valuable real-world applications for learning mathematical principles. This approach enhances students' understanding by connecting theory with practical, cultural contexts.
Development of articulate storyline 3 based interactive media to support algebra learning Zahra, Fatimah; Reflina
Desimal: Jurnal Matematika Vol. 8 No. 2 (2025): Desimal: Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/gad76170

Abstract

This research is development research (Research and Development) with the aim of developing interactive learning media based on Articulate Storyline 3 on algebraic material for students in grade VII SMP/MTs to determine its feasibility and practicality. The development model used is the 4D model, which consists of four stages: Define, Design, Develop, and Disseminate. The results showed that the developed media obtained very high feasibility scores from material experts (87.5 percent) and media experts (89.3 percent). This indicates that the content is appropriate and the design supports effective learning. Furthermore, the practicality aspect was validated by responses from educators (94.2 percent) and students (89.4 percent), demonstrating that the media was easy to use, engaging, and supportive of classroom learning. These results suggest that the media not only meet academic standards but also resonate well with their users. Therefore, it can be concluded that the Articulate Storyline 3-based interactive learning media is both feasible and practical to be implemented in the teaching of algebra at the junior high school/MTs level. It is capable of helping students understand abstract mathematical concepts in a more interactive and enjoyable way, which may increase motivation and learning outcomes.