Setiaji, Heru Agni
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Pengembangan Komik Digital pada Materi Bangun Ruang untuk Meningkatkan Prestasi Belajar Matematika Siswa Setiaji, Heru Agni; Setiyani, Laeli Asih; Hartuti, Purni Munah
Jurnal Pendidikan Tambusai Vol. 6 No. 1 (2022): April 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (594.084 KB)

Abstract

Tujuan dari penelitian yaitu untuk menghasilkan produk komik digital sebagai media pembelajaran untuk meningkatkan prestasi belajar matematika siswa kelas VIII SMP N 2 Mranggen. Penelitian pengembangan ini menggunakan langkah yang dikembangkan oleh Thiagarajan, Semmel & Semmel berupa model 4D (Define, Design, Develop, Disseminate). Empat tahapan tersebut yakni tahapan pendefinisian,perancangan, pengembangan dan penyebaran. Sampel diperoleh melalui random sampling, dan diperoleh jumlah sampel pada kelas eksperimen sebanyak 30 siswa dan pada kelas kontrol sebanyak 32 siswa. Hasil penelitian menunjukkan bahwa (1) Aspek Validitas Media Komik Digital: media tersebut dinyatakan valid dengan persentase 86,67% berdasarkan validasi oleh ahli materi, 81% berdasarkan validasi ahli media, 84% berdasarkan validasi ahli soal, 81,89% berdasarkan penilaian guru, 86,36% berdasarkan uji coba awal pada siswa, dan 82,94% berdasarkan uji coba eksperimen. Dengan demikian media komik digital yang dikembangkan layak untuk digunakan; (2) berdasarkan uji one sample t test disimpulkan bahwa nilai prestasi belajar siswa yang dikenai pembelajaran dengan media pembelajaran komik digital dapat mencapai ketuntasan belajar lebih dari 75%, (3) berdasarkan uji independent two sample t tes disimpulkan bahwa terdapat perbedaan rata-rata prestasi belajar matematika siswa antara kelas yang dikenai media pembelajaran komik digital dengan siswa yang tidak dikenai media tersebut (4) hasil pengembangan media komik digital dalam meningkatkan prestasi belajar matematika siswa masuk dalam kategori cukup efektif. Ini berdasarkan skor N-Gain kelas eksperimen yaitu 0,62 lebih dari dari skor N-Gain kelas kontrol sebesar 0,43 (kurang efektif).
Pengembangan Komik Digital pada Materi Bangun Ruang untuk Meningkatkan Prestasi Belajar Matematika Siswa Setiaji, Heru Agni; Setiyani, Laeli Asih; Hartuti, Purni Munah
Jurnal Pendidikan Tambusai Vol. 6 No. 1 (2022): 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v6i1.2820

Abstract

Tujuan dari penelitian yaitu untuk menghasilkan produk komik digital sebagai media pembelajaran untuk meningkatkan prestasi belajar matematika siswa kelas VIII SMP N 2 Mranggen. Penelitian pengembangan ini menggunakan langkah yang dikembangkan oleh Thiagarajan, Semmel & Semmel berupa model 4D (Define, Design, Develop, Disseminate). Empat tahapan tersebut yakni tahapan pendefinisian,perancangan, pengembangan dan penyebaran. Sampel diperoleh melalui random sampling, dan diperoleh jumlah sampel pada kelas eksperimen sebanyak 30 siswa dan pada kelas kontrol sebanyak 32 siswa. Hasil penelitian menunjukkan bahwa (1) Aspek Validitas Media Komik Digital: media tersebut dinyatakan valid dengan persentase 86,67% berdasarkan validasi oleh ahli materi, 81% berdasarkan validasi ahli media, 84% berdasarkan validasi ahli soal, 81,89% berdasarkan penilaian guru, 86,36% berdasarkan uji coba awal pada siswa, dan 82,94% berdasarkan uji coba eksperimen. Dengan demikian media komik digital yang dikembangkan layak untuk digunakan; (2) berdasarkan uji one sample t test disimpulkan bahwa nilai prestasi belajar siswa yang dikenai pembelajaran dengan media pembelajaran komik digital dapat mencapai ketuntasan belajar lebih dari 75%, (3) berdasarkan uji independent two sample t tes disimpulkan bahwa terdapat perbedaan rata-rata prestasi belajar matematika siswa antara kelas yang dikenai media pembelajaran komik digital dengan siswa yang tidak dikenai media tersebut (4) hasil pengembangan media komik digital dalam meningkatkan prestasi belajar matematika siswa masuk dalam kategori cukup efektif. Ini berdasarkan skor N-Gain kelas eksperimen yaitu 0,62 lebih dari dari skor N-Gain kelas kontrol sebesar 0,43 (kurang efektif).
Effectiveness of The Problem-based Learning Model Assisted with Ruangguru Application on Increasing Students' Mathematical Problem Solving Ability Ariyani, Dewi; Setiaji, Heru Agni
International Journal of Research in Mathematics Education Vol. 2 No. 1 (2024)
Publisher : Faculty of Tarbiya and Teacher Trainning, Universitas Islam Negeri Prof. K.H. Saifuddin Zuhri Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24090/ijrme.v2i1.8948

Abstract

The aim of the research is to determine the effectiveness of the problem-based learning model with the help of Ruangguru application to improve students' mathematical problem-solving skills. This study is a quasi-experimental research ( quasy -experimental design) with a quantitative approach. The design of this study is Nonequivalent Control Group Design. The population in this study were students of grade VIII SMP Negeri 2 Ajibarang and the samples used were taken by simple random sampling technique and the sample results obtained were students of grade VIII A (as a control class) and grade VIII B (as an experimental class) a total of 64 students. The instrument used in this study is a description test consisting of pretest and posttest. The results of this study are the average value of the ability to solve mathematical problems of students who are subject to the problem-based learning model assisted Ruangguru application more than not subject to the learning model is seen from the independent samples t test with the results of significance 0.000 ≤0.05then there is a significant difference in mathematical problem-solving abilities of experimental and control class students. Ruangguru's problem-based learning model is effective to improve the ability to solve mathematical problems by obtaining the average n-gain test in the experimental class of 60.96% with a fairly effective interpretation and control class of 20%with in effective interpretation.
The Effectiveness of Cooperative Learning Model with Group Investigation (Gi) Using Comic Media Towards Mathematical Literacy Ability of Viii Students at SMP Negeri 1 Punggelan Khasanah, Nur; Setiaji, Heru Agni
International Journal of Research in Mathematics Education Vol. 1 No. 2 (2023)
Publisher : Faculty of Tarbiya and Teacher Trainning, Universitas Islam Negeri Prof. K.H. Saifuddin Zuhri Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24090/ijrme.v1i2.9293

Abstract

This study aims to determine the effectiveness of the GI-type cooperative learning model assisted by comic media on increasing the mathematical literacy skills of class VIII students of SMP Negeri 1 Punggelan. This research is an experimental research with a quantitative approach. The population in this study were students of class VIII SMP Negeri 1 Punggelan and the samples used were taken by simple random sampling technique and the sample results obtained were students of class VIII G and class VIII H, totaling 58 students. The instrument used in this study was a description test consisting of a pretest and a posttest. The results of this study are that the average mathematical literacy ability of students who are subjected to the GI type cooperative learning model assisted by comic media is better than those who are not subjected to it, as seen from the results of the N-Gain test, namely the experimental class obtained an average N-Gain value of 0 .77 with high criteria, while in the control class the average N-Gain value for the control class was 0.47 with moderate criteria. In the t-test, the two independent samples showed a significance result of 0.000 <0.05, meaning that there was a significant difference in students' mathematical literacy skills between the experimental and control classes. The GI type cooperative learning model assisted by comic media was declared effective for increasing mathematical literacy skills with the average N-Gain test results obtained in the experimental class by 77% with effective criteria and in the control class by 47% with less effective criteria.
Analisis Kemampuan Numerasi Siswa SMP dalam Menyelesaikan Soal Asesmen Kompetensi Minimum (AKM) ditinjau dari Adversity Quotient (AQ) Setiaji, Heru Agni; Nuha, Muhammad Azmi; Nuron, Waskita Ahmad
Jurnal Akademik Pendidikan Matematika Volume 10, Nomor 2, November 2024
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Dayanu Ikhsanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/japm.v10i2.1658

Abstract

This research aims to determine the effect of Adversity Questions (AQ) on junior high school students' numeracy abilities in solving Minimum Competency Assessment (AKM) questions and analysis of students' numeracy abilities in terms of their Adversity Quotient. The research was carried out at SMP Negeri 4 Semarang with a sample size of 157 class VIII students. This research is a combination research (mix method) type The Explanatory Sequential Design. The research results show that there is a significant influence between AQ on junior high school students' numeracy abilities in solving AKM questions. This is proven by testing two variables which shows that the significance value of the AQ variable is less than α with a value of 0.000 (0.000 ≤ 0.05). The simple linear regression equation obtained is Ŷ = 20.731 + 0.318X. This states that for every additional unit of AQ value (X), the student's numeracy ability value (Y) increases by 0.318. The coefficient of determination obtained was 0.342, which means that the influence of AQ on students' numeracy abilities was 34.2%, while survival was 65.8% influenced by other variables. The numeracy abilities of students in solving AKM questions in each AQ category obtained the following results: 1) The numeracy abilities of students in the Quitter category only reached the cognitive understanding process well, but the standard cognitive process was not optimal, so Quitter students did not reach the on cognitive reasoning processes. 2) The numeracy abilities of students in the Camper category have reached the understanding process well, as well as the cognitive process of application, but the reasoning process has not been maximized. 3) The numeracy abilities of students in the Climber category in the understanding, application and reasoning process are maximal.
THE EFFECT OF STRESS AND ACADEMIC RESILIENCE ON MATHEMATICAL PROBLEM-SOLVING ABILITY WITH LEARNING MOTIVATION AS AN INTERVENING VARIABLE Afidati, Mirzanul; Setiaji, Heru Agni
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 7 No 1 (2025): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol7iss1year2025page96-106

Abstract

The success of students in solving mathematical problem-solving tasks is influenced by several factors. Charles and Lester explain that the factors influencing mathematical problem-solving abilities are experiential factors, affective factors, and cognitive factors. The main objective of this research is to determine the effect of academic stress on learning motivation, the effect of academic resilience on learning motivation, the effect of academic stress on mathematical problem-solving ability, the effect of academic resilience on mathematical problem-solving ability, the effect of learning motivation on mathematical problem-solving ability, the effect of academic stress on mathematical problem-solving ability through learning motivation, and the effect of academic resilience on mathematical problem-solving ability through learning motivation. The method used is a quantitative approach, with the population consisting of all eighth-grade students at SMP Negeri 2 Lasem. The sample was taken using the simple random sampling technique, and the sample determination was done using the Slovin formula with a minimum sample of 111 students. The instruments used were questionnaires and test questions that had been validated. Data analysis was conducted using the SEM PLS method with the SmartPLS version 4 application. Based on the research results, it can be concluded that there is an influence of academic stress on learning motivation with a p-value of 0.005; there is an influence of academic resilience on learning motivation with a p-value of 0.001; there is no influence of academic stress on mathematical problem-solving ability with a p-value of 0.111; there is an influence of academic resilience on mathematical problem-solving ability with a p-value of 0.000; there is an influence of learning motivation on mathematical problem-solving ability with a p-value of 0.000; there is an influence of academic stress on mathematical problem - Solving ability through learning motivation with a p-value of 0.014; there is an influence of academic resilience on mathematical problems - Solving ability through learning motivation with a p-value of 0.007.
Experimentation Of Video Based Learning Methods With Game Based Learning In Improving Students' Understanding Of Mathematical Concepts Mawalia, Sinta; Setiaji, Heru Agni
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 10 No. 2 (2025): Mathline : Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v10i2.942

Abstract

The low level of students' understanding of mathematical concepts is a crucial problem in education that has an impact on academic achievement in general, so innovation in learning methods is needed. This study aims to compare the effectiveness of video-based learning (VBL) and game-based learning (GBL) in improving students' understanding of mathematical concepts. This study adopted a quasi-experimental design with two experimental classes, each using the VBL and GBL methods, and a control class with traditional learning methods. The research instruments were pre-test and post-test essay tests that were validated and reliable. The results of data analysis using One Way ANOVA proved that there were significant differences between the 3 groups. The VBL and GBL approaches proved to be more effective than the traditional approach in improving students' mathematical understanding of mathematical concepts. This study suggests the use of video and game-based learning methods as innovative alternatives to improve the quality of mathematics learning in schools.
Eksperimentasi Model Gallery Walk Berbasis STEM untuk Meningkatkan Kemampuan Penalaran Matematis Apriliana, Shela; Setiaji, Heru Agni
Jurnal Riset Pembelajaran Matematika Vol 7 No 1 (2025)
Publisher : Prodi Pendidikan Matematika Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/jrpm.v7i1.1672

Abstract

This study aims to examine the effectiveness of the STEM-based Gallery Walk learning model on improving students' mathematical reasoning at MTs NU Al-Hidayah Kudus. The method used was a pseudo-experiment with a Pretest-Posttest Control Group Design. Cluster random sampling was applied in sample selection, where class VII B was the experimental class and class VII A was the control class. The research instrument was in the form of description questions based on mathematical reasoning indicators, and had been tested for validity, difficulty level, distinguishing power and reliability. Data analysis used binomial testing, Mann-Whitney U, and N-Gain calculation. As a result, the experimental class achieved classical completeness of 86%, more than the set limit of completeness (75%). The Mann-Whitney U test showed that the average value of mathematical reasoning improvement of the experimental class was more than the average value of mathematical reasoning improvement of the control class. The N-Gain calculation shows an increase of 76.5% which is categorized as effective. This means that the STEM-based Gallery Walk learning model is proven effective in improving students' mathematical reasoning skills. Thus, this model can be recommended as an alternative innovative teaching strategy to improve mathematical thinking skills.