Articles
The Use of E-Learning in Discovery Learning: Its Influence on Students' Mathematical Disposition and Mathematical Concept Understanding
Sudarman, Sudarman;
Rohman, Wahyu;
Anggoro, Bambang Sri;
Sugiharta, Iip;
Suherman, Suherman
Indonesian Journal of Science and Mathematics Education Vol. 5 No. 3 (2022): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung
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DOI: 10.24042/ijsme.v5i3.14207
E-learning, assisted by Google Classroom, can be used to provide material and discussions. This research aimed to analyze the effect of e-learning on mathematical disposition and mathematical concept understanding using discovery learning. This research was experimental research with a non-equivalent control group design. The population of this research was the eleventh-grade science students (168 students). The sampling technique employed was random cluster sampling. Data collection techniques used were interviews, tests, and questionnaires. The test results showed that students in the experimental class obtained an average score of 71.7, while the control class obtained a score of 62.9. The results of the mathematical disposition questionnaire showed that experimental class students were more active and confident in solving problems. Thus, e-learning using discovery learning can improve mathematical disposition and mathematical concept understanding. It is suggested to the teacher to develop this learning for other materials.
Media Pembelajaran Matematika Berbasis Edutainment dengan Pendekatan Metaphorical Thinking dengan Swish Max
Sukma, Agustien Pranata;
Nasution, Sri Purwanti;
Anggoro, Bambang Sri
Desimal: Jurnal Matematika Vol. 1 No. 1 (2018): Desimal: Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung
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DOI: 10.24042/djm.v1i1.2026
This study aims to produce swed max edutainment based instructional media through metaphorical thinking approach to understanding mathematical concepts of trigonometric material. This research method used stages of Borg and Gall model development modified by Sugiyono with the aim to create a specific product and test its effectiveness. The results showed that the development of learning media has very good criteria with the average assessment of material experts of 88.8% and media by 85.7%. In the attractiveness, the test has very good criteria in small groups average percentage of 88.4% and field trials 89.6%. Learning media also affect the understanding of mathematical concepts of learners evident from the test results before and after showed improvement indicators of mathematical concepts from low to high category. The conclusion of this research is developed instructional media have very good criteria and improve understanding of the mathematical concept of learners.
Multimedia Pembelajaran Matematika Interaktif Berbasis Komputer
Kusuma, Rahmat Diyanto Fitri Dwi;
Nasution, Sri Purwanti;
Anggoro, Bambang Sri
Desimal: Jurnal Matematika Vol. 1 No. 2 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung
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DOI: 10.24042/djm.v1i2.2557
This research has two goals that are to produce a product in the form of interactive computer-based mathematics learning media on linear equations system of two variables and to know the effectiveness of the product that has been developed. This research method is done by using 7 steps as a step to produce the product based on Borg and Gall development model that modified by Sugiyono. Based on the data analysis obtained from material experts and media experts stated that the interactive computer-based mathematics learning media is appropriate to be used based on the validator's validation indicator in which the validator indicator by the material expert is the quality of the content, the accuracy of coverage, language and feasibility of presentation, while the assessment indicator from media experts include visual communications, language, implementation, and software engineering. based on data analysis obtained from learners stated that multimedia learning interactions very good. This means that multimedia interactive computer-based learning that has been developed by researchers can be used as one of the learning resources of students of SMP / MTs class VIII.
Penggunaan Prezi untuk Media Pembelajaran Matematika Materi Fungsi
Rohiman, Rohiman;
Anggoro, Bambang Sri
Desimal: Jurnal Matematika Vol. 2 No. 1 (2019): Desimal: Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung
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DOI: 10.24042/djm.v2i1.3312
This study aims to develop prezi-based mathematics learning media to increase interest in learning in the function material. The media developed is a mathematics learning media using Prezi software. This type of research is research and development (Research and Development) using an adapted research and development model which includes stages: (1) Analysis; (2) Design; (3) Development; (4) Trial (Implementation). The subjects of this research trial were 33 eighth grade students with function material. In this development research with the main objectives as product development and testing the effectiveness of the product in achieving the objectives in the study. Data collection instruments used were media validation questionnaire, material validation questionnaire, and student response questionnaire. The main result of this research is mathematics learning media using Prezi software. The quality of mathematics learning media using Prezi software is very good based on the results of media expert validation with a score of 93% and based on material experts is good with a score of 77.5%, and the response of students to learning media is very good with a score of 83.9% using a scale Likert.
Aplikasi Android Contruct 2 untuk Media E-Learning pada Materi Peluang
Ridho, Fachri;
Anggoro, Bambang Sri;
Andriani, Siska
Desimal: Jurnal Matematika Vol. 2 No. 2 (2019): Desimal: Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung
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DOI: 10.24042/djm.v2i2.4037
This study aims to produce an Android-based E-Learning learning media on opportunity material. This research method is Research and Development (R & D) based on Sugiyono's development model. The material expert's assessment of the learning media is included in the "Good" category with an average percentage of 79.05%. The media expert's assessment of the learning media is included in the "Very Good" category with an average percentage of 87.67%, the assessment of education practitioners on this learning media is included in the "Very Good" category with a percentage of completeness of 82.57%. In a small scale trial which was attended by 10 students in class XI obtained a percentage of 81.60%. Based on the results of the questionnaire responses that have been filled in by students, these results place the learning media on the criteria of "Very Interesting". Based on the results of a large-scale trial which was attended by 30 students of class XI, the percentage of 88.78% was included in the criteria of "Very Interesting", and the results of the testing of the effectiveness of learning media were 88.33% included in the criteria of "Very Effective".
Analisis Miskonsepsi Matematis: Dampak Strategi Pembelajaran Predict Discuss Explain Observe Discuss Explain
Ernawati, Ernawati;
andriani, Siska;
Farida, Farida;
Sri Anggoro, Bambang
Desimal: Jurnal Matematika Vol. 2 No. 3 (2019): Desimal: Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung
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DOI: 10.24042/djm.v2i3.4862
This study aims to determine the effect of PDEODE learning strategies on students' misconceptions. This research is a quantitative research type Quasi Design Experiment using PDEODE learning strategies there are 6 stages in this learning namely 1) Predict 2) Discuss 3) Explain 4) Observe 5) Discuss 6) Explain. The population in this study were all students of class VIII at MTs Al-Hikmah Kedaton Bandar Lampung in the 2019/2020 school year. The sample in this study was class VIII D (Control Class using conventional methods) and VIII E (Experiment Class using the PDEODE learning strategy). Data collection instruments used were RPP, multiple choice test instruments accompanied by a scale of confidence given to material experts and question experts to determine the feasibility of the learning instrument and given to students (Pretest and Posttest). Based on the results of mathematics learning research using the PDEODE strategy for students' misconceptions is more effective than mathematics learning using conventional methods.
Improving mathematic communication ability through islamic math e-comic media: A study on building flat sides
Suri, Fraulein Intan;
Anggoro, Bambang Sri;
Komarudin, Komarudin;
Fahmi, Rohmah Romadhona
Desimal: Jurnal Matematika Vol. 5 No. 2 (2022): Desimal: Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung
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DOI: 10.24042/djm.v5i2.12910
Media Islamic Math e-Comic is a mathematical comic with Islamic nuances that has mathematical problem solving with clear illustrations and problem-solving methods according to indicators that can improve students' mathematical communication skills. This study aims to determine how much the increase in mathematical communication skills in the use of Islamic Math e-Comic media on the subject of flat side space for class VIII. The media is developed through stages in the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). This type of research is Quasy Experiment by giving pretest and posttest questions on small-scale tests and large-scale tests. Then, the effectiveness test of the use of Islamic Math e-Comic media was carried out using the Effect Size test, obtaining results of 0.53 with the "medium" criteria. This shows an increase in the value obtained by students after using the Islamic Math e-Comic media on the flat side space building material.
Penerapan RMS dengan Aplikasi Mindomo: Dampaknya terhadap Kemampuan Berpikir Kritis dan Analitis Matematis Peserta Didik
Rachmawati, Ruruh;
Anggoro, Bambang Sri;
Andriani, Siska
JURNAL JENDELA MATEMATIKA Vol. 3 No. 02 (2025): Jurnal Jendela Matematika: Edisi Juli 2025
Publisher : CV. Jendela Edukasi Indonesia
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DOI: 10.57008/jjm.v3i02.1649
Penelitian ini bertujuan untuk mengetahui dampak model pembelajaran RMS mindomo application terhadap kemampuan berpikir kritis dan analitis matematis peserta didik. Penelitian ini merupakan jenis penelitian Quasi Experiment Design dengan rancangan penelitian faktorial 2 × 3. Sampel dalam penelitian ini adalah Peserta didik kelas VIII C, VIII D dan VIII F MTS Al-Hikmah Bandar Lampung. Teknik pengambilan sampel yang digunakan adalah Cluster Random Sampling yaitu pengambilan sampel dari populasi secara acak atau dengan undian. Teknik pengumpulan data dalam penelitian ini yaitu tes. Jenis penelitian yang digunakan dalam penelitian ini ialah penelitian eksperimen Quasy Eksperimental Design yaitu dengan memberi tiga perlakuan berbeda terhadap tiga kelas. Sebelum menguji hipotesis penelitian, uji normalitas dilakukan. Dalam penelitian ini Multivariate Analysis of Variance (Manova) digunakan untuk menguji hipotesis. Hasil pengujian hipotesis memiliki tingkat signifikansi < 0,05 yang menunjukkan bahwa terdapat pengaruh pada kemampuan berpikir kritis dan kemampuan analitis matematis. Hasil pengujian hipotesis diperoleh signifikansi < 0.05 yang menunjukan bahwa terdapat dampak pada kemampuan berpikir kritis dan analitis matematis yang diberikan model RMS minomo application daripada pembelajaran RMS dan pembelajaran ekspositori. Oleh karena itu, terdapat dampak model pembelajaran RMS mindomo application terhadap kemampuan berpikir kritis dan analitis matematis pada peserta didik kelas VIII MTS Al-Hikmah Bandar Lampung.
LITERASI NUMERASI DAN REPRESENTASI MATEMATIS: STUDI PADA PENDEKATAN PENDIDIKAN MATEMATIKA REALISTIK INDONESIA (PMRI) CURIOSITY PESERTA DIDIK
Sindi Amelia;
Bambang Sri Anggoro;
Siti Ulfa Nabila
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i02.28542
This study aims to determine the effect of the Indonesian Realistic Mathematics Education (PMRI) approach on numeracy literacy and mathematical representation abilities as viewed from students’ curiosity. This research uses a quasi-experimental method with a 2×2 factorial design. The population is class VII students of SMPN 1 Buay Madang, with samples selected using random sampling techniques. The instruments used are numeracy literacy tests, mathematical representation tests, and a curiosity questionnaire. Data analysis used two-way MANOVA. The results showed that the PMRI approach had a significant effect on students' numeracy literacy and mathematical representation abilities. Students' curiosity also affected both abilities. Furthermore, the interaction between PMRI and curiosity positively influenced students' abilities. These findings suggest that contextual learning through PMRI combined with high student curiosity improves students' mathematical understanding and skills. Therefore, it is recommended for mathematics educators to apply realistic and curiosity-stimulating learning approaches in the classroom.
Pengaruh Model Pembelajaran Project Based Learning (PJBL) Berbantuan Media Pembelajaran Berbasis Aplikasi Canva Terhadap Kemampuan Berpikir Kreatif dan Self Confidence Pada Peserta Didik
Pratiwi, Alifya;
Anggoro, Bambang Sri;
Gunawan, Wawan
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 9 No 3 (2025): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 9 Nomor 3 Tahun 2025
Publisher : Mathematics Education Study Program
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Kemampuan berpikir kreatif dan self confidence dianggap perlu untuk menanamkan kemampuan dan keyakinan siswa dalam pembelajaran matematika. Berdasarkan data yang dilihat dari hasil pra penelitian bahwa masih rendahnya kemampuan berpikir kreatif dan self confidence pada peserta didik. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh model pembelajaran Project Based Learning (PjBL) berbantuan media pembelajaran berbasis aplikasi canva terhadap kemampuan berpikir kreatif dan self confidence pada peserta didik. Jenis penelitian ini menggunakan Quasi Eksperimen Desain. Populasi pada penelitian ini yaitu seluruh peserta didik kelas VIII SMP Negeri 20 Bandar Lampung, teknik pengambilan sampel dengan teknik acak kelas atau Cluster Random Sampling. Sampel yang diperoleh yaitu kelas VIII C sebagai kelas eksperimen dengan perlakuan model pembelajaran Project Based Learning (PjBL) berbantuan media pembelajaran berbasis aplikasi canva dan kelas VIII D sebagai kelas kontrol dengan perlakuan model pembelajaran Direct Instruction. Hasil analisis dapat disimpulkan bahwa terdapat pengaruh model pembelajaran Project Based Learning (PjBL) berbantuan media pembelajaran berbasis aplikasi canva terhadap kemampuan berpikir kreatif dan self confidence pada peserta didik.