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ANALYSIS OF PROBLEM SOLVING ABILITY OF CLASS X STUDENTS REVIEWED FROM LEARNING STYLE: ANALISIS KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA SISWA KELAS X DITINJAU DARI GAYA BELAJAR Andi Mattoliang, Lisnasari; Ta’a, Raoda Isti; Nursalam; A. Sriyanti; Suharti, Suharti
MaPan : Jurnal Matematika dan Pembelajaran Vol 12 No 1 (2024): JUNE
Publisher : Department of Mathematics Education Faculty of Tarbiyah and Teacher Training Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/mapan.2024v12n1a12

Abstract

It is important to know students’ mathematical problem solving abilities based on their learning styles to identify the most appropriate teaching method to maximize each student's learning potential. This research aims to analyze the mathematical problem solving abilities of class X IIS 1 MA Guppi Ralla students by considering three learning styles, namely visual, auditory, and kinesthetic. The approach used is a qualitative approach. The research subjects consisted of three students, representing various learning styles. Data was collected through learning style questionnaires, problem solving ability tests, and interviews. The data results were analyzed using data reduction, data display, and conclusion drawing. The results of this research indicate that the mathematical problem solving abilities of class X students at MA Guppi Ralla can be influenced by their learning style. Based on the analysis of problem solving abilities in three subjects representing visual, auditory, and kinesthetic learning styles, it can be concluded that students with a visual learning style have good mathematical problem solving abilities, especially in understanding problems, making plans, implementing plans, and looking back. Students with an auditory learning style also have good abilities in solving mathematical problems, although there is some difficulty understanding the problem carefully. Meanwhile, students with a kinesthetic learning style are also capable of solving mathematical problems, but they tend to be less careful in defining problems. Further research could explore how various teaching methods tailored to students' learning styles influence the improvement of their problem solving ability.
DEVELOPMENT OF AUGMENTED REALITY-BASED MATHEMATICS LEARNING MEDIA TO FACILITATE STUDENTS' MATHEMATICAL COMPUTATIONAL THINKING SKILLS: PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS AUGMENTED REALITY UNTUK MEMFASILITASI KEMAMPUAN BERPIKIR KOMPUTASI MATEMATIS PESERTA DIDIK Majid, Ahmad Farham; Baharuddin; Nursalam; Tayeb, Thamrin; Andi Mattoliang, Lisnasari; Andi Kusumayanti; Amin, Badaruddin
MaPan : Jurnal Matematika dan Pembelajaran Vol 12 No 2 (2024): DESEMBER
Publisher : Department of Mathematics Education Faculty of Tarbiyah and Teacher Training Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/mapan.2024v12n2a12

Abstract

The development of digital technology has positively impacted the world of education, especially in creating more interactive and innovative learning media. The integration of Augmented Reality (AR) in learning is one of the innovations that can provide new learning experiences for students by presenting visualizations of abstract concepts in real life. This research aims to develop AR-based mathematics learning media to facilitate students' mathematical computational thinking skills. The research method used is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects involved 16 Insan Cendekia Sheikh Yusuf Gowa High School students. The research instruments used included product validation sheets, learner and teacher response questionnaires, and mathematical computational thinking ability tests. Analysis of research data focused on analyzing the validity, practicality, and effectiveness of Augmented Reality-based mathematics learning media. The results showed that the Augmented Reality-based mathematics learning media developed had met the criteria of validity, practicality, and effectiveness.
LEARNING ASSISTANCE FOR STUDENTS IN SOLVING CONTEXTUALLY BASED QUESTIONS: PENDAMPINGAN BELAJAR PESERTA DIDIK DALAM MENYELESAIKAN SOAL BERBASIS KONTEKSTUAL Nur, Fitriani; Ramadani, Nurul Fitrah; Sulasteri, Sri; Majid, Ahmad Farham; Andi Mattoliang, Lisnasari
Khidmatuna: Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2024): Juni
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat STAI Al Fithrah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36781/khidmatuna.v3i01.612

Abstract

Mathematical problem solving ability is an essential skill that allows students to apply mathematical concepts to problems. However, there are still quite serious problems related to students' low mathematical problem solving abilities. Therefore, service in the form of assistance in solving contextual-based questions on SPLDV material aims to facilitate students' mathematical problem solving abilities. This assistance is provided to class VIII MTsN Gowa students. Evaluation of the level of success of service is carried out through learning outcomes tests which include contextual-based questions and student response questionnaires. Based on the analysis of learning outcomes tests, it was found that students' mathematical problem solving abilities still need to be trained. However, based on analysis of student response questionnaires, a positive response was obtained regarding the implementation of mentoring. Thus, service activities in the form of assistance in solving contextual-based problems are feasible to be carried out on an ongoing basis in an effort to improve students' mathematical problem solving abilities.
PENGEMBANGAN KARTU UNO SEBAGAI MEDIA PEMBELAJARAN MATEMATIKA DIKAITKAN DENGAN PERMAINAN TRADISIONAL Kurniati, Ratnah; Sugiarto, Sigit; Andi Mattoliang, Lisnasari; Sairlona, Stelamaris
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 7 No. 2 (2025): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v7i2.892

Abstract

This study aims to develop Uno cards as one of the mathematics learning media associated with the traditional game of papanukit. The method used by the researcher is Research and Development (R&D) with a 4-D development model without dissemination. So that the stages are only limited to the define, design and develop stages. The prototype that was developed then went through the feasibility test stage with validity, trial and product evaluation to produce a revised prototype based on expert input and limited trials on children aged 6-12 years in Wakarleli village, Southwest Maluku Regency. During the study, there were several findings, namely during the product trial, there were several children who helped their friends to answer questions so that it was felt necessary to add rules by giving sanctions to each child who gave an answer. The number cards on the Uno card are only limited to positive numbers, while integers include positive and negative numbers. In this trial, the division operation was the operation that children disliked the most. This is because the division ability of children in Wakarleli village is still very lacking. So, to overcome this problem, the researcher conducted a development with Uno Cards as a Mathematics Learning Media associated with traditional games.