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"FLIPPED CLASSROOM TYPE PEER INSTRUCTION-BASED LEARNING" BASED ON A WEBSITE TO IMPROVE STUDENT'S PROBLEM SOLVING Tuti Azizah; Ahmad Fauzan; Yulyanti Harisman
Jurnal Infinity Vol 11 No 2 (2022): VOLUME 11, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v11i2.p325-348

Abstract

This study aims to develop learning tools in the form of lesson plans, student worksheets, learning videos, and PPT, based on WEB for first-grade seventh-school material linear equations with flipped classroom-type peer instruction. The development of this WEB-based learning tool uses the Plomp model. The steps for developing web-based learning tools include preliminary needs analysis, curriculum analysis, concept analysis, student analysis, and literature analysis. Then product development and assessment. This research was carried out during the product development stage based on needs analysis, curriculum analysis, concept analysis, student analysis, and literature analysis and then self-evaluated. The preliminary analysis obtained information that teachers need learning tools that can help students improve problem-solving skills, students need engaging learning media, students are interested in using learning media using videos with a period of 10-15 minutes, and PPT, accessed in the WEB. Then the product is compiled and evaluated on its own, related to the apparent error in using it. Based on the preliminary analysis, learning lessons, student worksheets, learning videos, PPT based on WEB and self-evaluation have been produced, which can then be validated by experts.
Realistic mathematics education (RME) to improve literacy and numeracy skills of elementary school students based on teachers’ experience Ahmad Fauzan; Yulyanti Harisman; Yerizon Yerizon; Suherman Suherman; Fridgo Tasman; Sahrun Nisa; Sumarwati Sumarwati; Hafizatunnisa Hafizatunnisa; Hamdani Syaputra
Jurnal Infinity Vol 13 No 2 (2024): VOLUME 13, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v13i2.p301-316

Abstract

Literacy and numeracy are the abilities of students to use basic mathematics in solving daily life problems, and students should have it. Various studies have shown that Indonesian students' literacy and numeracy skills still need to improve. One of the solutions to this problem is RME, and one of the components that influence this skill is teachers as a facilitator and their experiences. Thus, this research aims to refigure how students who receive Realistic Mathematics Education (RME) literacy and numeracy skills improve based on teacher's experiences. The research subjects are third, fourth, and fifth-grade students in elementary schools in Padang. Three schools were selected for each grade level and taught by three teachers with different experiences. The students were given literacy and numeracy problems before and after RME instruction. The answers were assessed and grouped to examine the student's literacy and numeracy achievement. The research results show that student's literacy and numeracy skills are better with RME learning. Student's literacy and numeracy skills are not influenced by teachers' experience.
Pemanfaatan Game Edukatif dalam Pembelajaran Matematika : Bagaimana Persepsi Siswa? Rhomiy Handican; Siti Riva Darwata; I Made Arnawa; Ahmad Fauzan; Ali Asmar
RANGE: Jurnal Pendidikan Matematika Vol. 5 No. 1 (2023): RANGE Juli 2023
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v5i1.4691

Abstract

Penelitian ini bertujuan untuk melihat persepsi siswa terhadap penggunaan game edukasi dalam pembelajaran matematika. Metode penelitian yang digunakan adalah kuantitatif deskriptif dengan melibatkan 150 siswa sebagai responden. Kuisioner persepsi digunakan dengan indikator Kepuasan, Keyakinan, Harapan, Preferensi, Penilaian, dan Pengalaman yang telah memenuhi validitas dan reabilitas instrumen. Analisis deskriptif digunakan untuk mengidentifikasi pola dan karakteristik dari data yang dikumpulkan dengan tujuannya adalah untuk menjelaskan fenomena yang diteliti dari segi statistik, dan bukan untuk menguji hipotesis. Berdasarkan hasil penelitian menunjukkan bahwa siswa merasa puas dan yakin bahwa penggunaan game edukasi dapat membantu meningkatkan pemahaman konsep matematika dan memotivasi mereka untuk belajar dengan harapan yang tinggi terhadap penggunaan game edukasi dalam pembelajaran matematika di masa depan. Sementara itu, preferensi siswa juga cukup tinggi dengan penilaian positif terhadap manfaat penggunaan game edukasi dalam meningkatkan pemecahan masalah matematika dan keterlibatan aktif dalam proses pembelajaran. Namun, beberapa siswa juga mengungkapkan kebutuhan akan panduan yang lebih jelas dalam menggunakan game edukasi serta penyesuaian konten game dengan kurikulum dan tingkat kesulitan yang sesuai. Oleh karena itu, penelitian ini merekomendasikan perlunya upaya dalam meningkatkan ketersediaan game edukasi yang sesuai agar manfaat penggunaan game edukasi dapat lebih optimal dalam pembelajaran matematika.