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PENGEMBANGAN E-MODUL BERBANTUAN SIGIL SOFTWARE DENGAN PENDEKATAN SAITIFIK PADA MATERI SISTEM PERSAMAAN LINIER DUA VARIABEL (SPLDV) Desmita Rohadatu Aisy; Farida Farida; Siska Andriani
Edu Sains: Jurnal Pendidikan Sains & Matematika Vol 8, No 1 (2020): VOLUME 8 NOMOR 1 JUNI 2020
Publisher : IAIN Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/eds.v8i1.1499

Abstract

Tujuan penelitian untuk mengembangkan e-modul berbantuan sigil software dengan pendekatan saintifik pada pokok bahasan SPLDV berdasarkan analisis kebutuhan. Jenis penelitian ini adalah penelitian dan pengembangan. Prosedur yang digunakan adalah Borg and Gall yang sudah dimodifikasi oleh Sugiyono dengan 7 tahap dari 10 tahapan, yaitu potensi dan masalah, mengumpulkan informasi, desain produk, validasi desain, revisi desain, uji coba produk dan revisi desain. Teknik pengumpulan data yang digunakan adalah angket, wawancara dan tes. Teknik analisis data yang digunakan dalam penelitian dan pengembangan yaitu, deskriptif kuantitatif untuk mengolah data dalam bentuk skor dari penilaian oleh validator dan respon peserta didik, sedangkan deskriptif kualitatif untuk mendeskripsikan data berupa komentar saran perbaikan dari validator. Uji efektifitas media digunakan n-gain. Berdasarkan hasil validasi tehadap media yang dikembangkan diperoleh dari ahli materi dan ahli media dengan masing-masing kriteria valid dan sangat layak. Ditunjau dari respon peserta didik pada uji kelompok besar diperoleh nilai kriteria sangat menarik. Adapun efektifitas media dengan n-gain diperoleh kriteria sedang. Dengan demikian ­e-modul ini layak digunakan dalam pembelajaran.
Optimasi keuntungan dengan metode Branch and Bound Sri Siti Supatimah; Farida Farida; Siska Andriani
AKSIOMA : Jurnal Matematika dan Pendidikan Matematika Vol 10, No 1 (2019): AKSIOMA: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/aks.v10i1.3145

Abstract

Sentral Me Laundry is one of the service services businesses established in 2016 and has 2 employees having their address at Jalan pulau Ambon, Sukarame, Bandar Lampung. The development of laundry services in the middle of the city community indicates that laundry businesses can still develop and can achieve optimal profits. The purpose of this study was to find the optimal benefits obtained by the Sentral Me Laundry business. Errors in planning a laundry business result in a maximum profit. To prevent mistakes in planning a laundry business, it is necessary to use the right method. Banch And Bound Method (Integer Linear Programming) is a method that can be used to optimize laundry business by looking at the limited resources of the business. In the linear program method the decision variable can be a real number. While the optimization of laundry business that will be done requires a solution in the form of an integer called Integer. To help resolve cases of optimizing the benefits of laundry businesses using a computer program, QM For Windows. Calculations from the QM For Windows program produce 53 Kg of Badcover, 188 Kg of Doll, 1350 Kg of Clothing, 101 Kg of Blanket.. Keywords: Branch and Bound; Optimization; QM For Windows
KONSTRUKSI HUKUM PROGRESIF; URGENSINYA DALAM PENYELESAIAN SENGKETA EKONOMI SYARI’AH Salasti Faridatun Hasanah; A. Kumedi Ja’far; M. Iqbal Fasa
EKSYA : Jurnal Ekonomi Syariah Vol. 2 No. 2 (2021): JURNAL EKSYA: JURNAL EKONOMI SYARIAH
Publisher : Program Studi Ekonomi Syariah Sekolah Tinggi Agama Islam Negeri Mandailing Natal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (422.368 KB)

Abstract

Dutch colonialism made Indonesia embrace the legal positivism system. Legal positivism views the law as a a fixed, logical and closed system. The written law is so exalted and does not allow contextual interpretation. The truth that is believed is the truth that can be proven (pragmatic). Along with the development of the era, which is marked by the increasingly complex problems that arise, including sharia economics, it cannot be solved with a positivistic paradigm. The law must develop along with the development of problems in society in order to create the ideals of justice. with similar thought, satjipto rahardjo then sparked his progressive legal concept which places humans and humanity as the main discourse or primus in the discussion and enforcement of law and formulated an adagium "law is for human, not human for law". The progressive law that place "law for humans" and "substantive justice" are in line with the goals of as-Shari'a in creating law, namely for the maslahah. Thus, the use of a progressive legal paradigm in resolving sharia economic disputes is appropriate. The urgency of progressive law itself in resolving sharia economic disputes, including: as a new paradigm of legal discovery, reconstructing the role of judges who are passive to active, and supporting mediation as an alternative dispute resolution in sharia economic disputes.
ICT-Based Lajur Bata Game Media Using Guided Discovery Method on Flat-sided Space Geometry Subject Lucky Stiardi Rionanda; Farida Farida; Fredi Ganda Putra; Erfina Damayanti; Kenny Candra Pradana
Journal Corner of Education, Linguistics, and Literature Vol. 1 No. 4 (2022): May
Publisher : CV. Tripe Konsultan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54012/jcell.v1i4.47

Abstract

This study aims to develop an interactive medium based on ICT with the Guided Discovery method for the Lajur Bata game on the geometry of the flat side space. In this study using research and development procedures through ADDIE model with the following stages: 1) Analysis; 2) Design; 3) Development; 4) Implementation; 5) Evaluation. The Feasibility Test involved 3 Material Experts and 3 Media Experts, while the Attractiveness Test involved 10 students in the Small Scale Trial, and 26 students in the Large Scale Trial. Based on the results of the validation questionnaire, both material experts and media experts have met the "valid" criteria. In the student's response to the feasibility and attractiveness of the brick-line game media, the results of the small-scale student response questionnaire of El-Shihab Islamic Junior High School Bandar Lampung with the "Interesting" criteria. On a large scale, El-Shihab Islamic Junior High School Bandar Lampung with the "Very Interesting" criteria so that the product developed by the researcher is feasible to use.
Swishmax dalam Pengembangan Media Pembelajaran Struktur Aljabar Reni Ulfa Sari; Farida Farida; Siska Andriani; Bambang Sri Anggoro
Jurnal Pijar Mipa Vol. 15 No. 3 (2020): Juni
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (323.491 KB) | DOI: 10.29303/jpm.v15i3.1548

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbantuan swishmax pada materi grup dan subgrup, mengetahui kelayakan produk serta respon mahasiswa untuk mencapai pembelajaran yang efektif, efisien dan menarik. Metode penelitian ini adalah Research and Development (R&D) berdasarkan model 4D yang terdiri dari 4 tahapan, yaitu Define, Design, Development, and Disseminate. Subyek penelitian ini adalah mahasiswa jurusan pendidikan matematika UIN Raden Intan Lampung. Data penelitian diperoleh dengan teknik wawancara, angket, observasi, dan tes. Hasil penilaian validasi ahli materi terhadap media ini termasuk dalam kategori valid dengan skor rata-rata sebesar 3,51 dari rata-rata skor tertinggi 4,00. Penilaian ahli media terhadap media ini termasuk dalam kategori valid dengan skor rata-rata sebesar 3,49 dari skor rata-rata tertinggi 4,00. Pada uji coba kemenarikan skala kecil yang diikuti oleh 10 mahasiswa kelas VD memperoleh skor rata-rata yaitu 3,43 dari skor tertinggi dengan rata-rata 4,00 berdasarkan hasil dari angket kemenarikan media pembelajaran swishmax merupakan kriteria sangat menarik. Pada uji coba lapangan skala besar yang diikuti oleh 31 mahasiswa kelas VC skor rata-rata kemenarikan yang diperoleh yaitu 3,37 pada kriteria sangat menarik. Kualitas keefektifan produk dilihat dari tes hasil belajar. Hasil penelitian dan pengolahan data menggunakan uji effect size dengan hasil 0,70 dengan kriteria sedang. Berdasarkan hasil tersebut dapat disimpulkan bahwa Media Pembelajaran Matematika Berbantuan Swishmax Pada Materi Grup dan Subgrup layak dan efektif untuk dijadikan alat bantu pembelajaran.
HUBUNGAN LITERASI LINGKUNGAN DAN LITERASI MATEMATIS TERHADAP KEMAMPUAN COMPUTER SELF EFFICACY M. Syaif Amrullah Alqusyairi; Suherman Suherman; Farida Farida
Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Vol. 2 No. 2 (2021): Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistik
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/lb.v2i2.62

Abstract

The purpose of this study is to determine the relationship between environmental literacy and mathematical literacy on the ability of students' Computer Self Efficacy. This quantitative study uses a Correlational Design research design. The data collection techniques in this study were environmental literacy tests, mathematical literacy tests, and a Computer Self Efficacy ability questionnaire. The data analysis technique used is Simple and Multiple Linear Regression. Based on the results obtained from research and calculations of Simple and Multiple Linear Regression analysis, it was concluded that there is a relationship between environmental literacy and the ability of Computer Self Efficacy of students, there is a relationship between mathematical literacy and the ability of Computer Self Efficacy of students, and there is a relationship between environmental literacy and mathematical literacy with the ability of students' Computer Self Efficacy. The magnitude of the influence of environmental literacy and mathematical literacy on the ability of Computer Self Efficacy is 39.2%.
Pengaruh E-Learning Berbantuan Google Classroom Terhadap Kemampuan Pemecahan Masalah Matematis Sudarman Sudarman; Sartika Sartika; Iip Sugiharta; Farida Farida
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 5 No 3 (2021): Volume 5 Nomor 3 Tahun 2021
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v5i3.625

Abstract

E-learning merupakan sistem pembelajaran yang memanfaatkan teknologi informasi dan komunikasi seperti google classroom. Berdasarkan studi pendahuluan pemecahan masalah matematis masih rendah karena pembelajaran berpusat pada pendidik membuat jenuh sehingga materi yang diberikan sulit dipahami dan, tenaga pendidik belum terbiasa dengan sistem pembelajaran jarak jauh. Tujuan penelitian ini untuk mengetahui pengaruh pembelajaran E-learning terhadap kemampuan pemecahan masalah matematis peserta didik kelas VII SMP Al-Huda Jati Agung dengan metode quasi eksperimen desain. Populasi penelitian ini peserta didik kelas VII dengan menggunakan teknik Cluster Random Sampling didapat sampelnya yaitu kelas VIII A kelas eksperimen dengan pembelajaran E-learning dan kelas VIII B kelas kontrol pembelajaran konvensional.Teknik pengumpulan data yang digunakan berupa soal tes. Hasil analisis data terdapat pengaruh pembelajaran E-learning berbantuan google classroom terhadap kemampuan pemecahan masalah matematis peserta didik karena memudahkan peserta didik berinovasi mencari sumber belajar tidak hanya terpaku pada pendidik. Maka disimpulkan terdapat pengaruh pembelajaran E-learning terhadap kemampuan pemecahan masalah matematis.
PENINGKATAN KEMAMPUAN PEMAHAMAN KONSEP DAN KEMAMPUAN BERPIKIR MATEMATIS DENGAN MENERAPKAN MODEL PEMBELAJARAN CMI DENGAN BANTUAN PENDEKATAN RME Dinda Oktarina Astiti; Farida Farida; Dona Dinda Pratiwi
Delta: Jurnal Ilmiah Pendidikan Matematika Vol 10, No 1 (2022): Delta : Jurnal Ilmiah Pendidikan Matematika
Publisher : Universitas Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31941/delta.v10i1.1497

Abstract

Penelitian ini dilatarbelakangi oleh hasil penelitian terdahulu yang menunjukkan bahwa kemampuan berpikir matematis dan pemahaman konsep belum sesuai dengan yang diharapkan. Tujuan penelitian ini adalah untuk mengetahui peningkatan kemampuan pemahaman konsep dan berpikir matematis peserta didik sebagai akibat dari model pembelajaran CMI (Comprehensive Mathematics Instruction) berbantuan Pendekatan RME (Realistic Mathematics Education). Jenis penelitian ini adalah Qausy Experimental Design. Populasi dalam penelitian ini adalah siswa kelas VIII SMP Muhammadiyah 1 Kalianda. Teknik sampling yang digunakan adalah cluster random sampling dengan 2 kelas yang terpilih yaitu kelas VIII C dengan model CMI dengan RME dan VIII D dengan model problem solving. Instrumen penelitian berupa dokumentasi dan tes essay. Uji prasyarat menggunakan uji normalitas dan uji homogenitas, sedangkan uji hipotesis menggunakan MANOVA. Menurut hasil analisis data penelitian, terdapat perbedaan hasil kemampuan pemahaman konsep dan kemampuan berpikir matematis peserta didik yang menggunakan model pembelajaran CMI berbantuan pendekatan RME dengan model pembelajaran problem solving. Adanya model pembelajaran tersebut menjadikan lingkungan belajar lebih kondusif dibandingkan model pembelajaran problem solving. Maka dapat disimpukan bahwa model pembelajaran CMI berbantuan pendekatan RME lebih baik dibandingkan model pembelajaran problem solving untuk melihat kemampuan pemahaman konsep dan kemampuan berpikir matematis. 
Development of Sparkol Vedio Scribe Assisted Learning Media Fitri Nurrohmah; Fredi Ganda Putra; Farida Farida
Formatif: Jurnal Ilmiah Pendidikan MIPA Vol 8, No 3 (2018): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1001.932 KB) | DOI: 10.30998/formatif.v8i3.2613

Abstract

This study aims at how to develop sparkol video scribe assisted mathematics learning media and produce valid, practical, effective and responsive media. To achieve this goal the authors develop the media using research development methods with steps: (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. Subjects in this study were students of the University of Islam Raden Intan Lampung with data collection instruments used in the form of a questionnaire given to the material experts, media experts, and questionnaire responses to students to know the interest of learning media developed mathematics. The results of this study produce a product in the form of sparkol video scribe-assisted mathematics learning media on assignment material (linear program) in higher education; knowing the feasibility of the developed product quality is very feasible with a score of 83,7% based on expert material judgment and 91,5% by the media expert in a very feasible category. Students' responses in sparkol video scribe assisted instructional media on assignment material (linear program) obtained a score of 83,2% with very interesting criteria in college. based on the suggestions from material experts and media experts to the author to be disseminated to lecturers for use in the learning process.
Peningkatan Kemampuan Pemahaman Konsep Himpunan Melalui Pembelajaran Matematika dengan Media Articulate Studio’13 Farida Farida; Suherman Suherman; Sofwan Zulfikar
JSHP : Jurnal Sosial Humaniora dan Pendidikan Vol 3, No 1 (2019): JSHP (Jurnal Sosial Humaniora dan Pendidikan)
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat Politeknik Negeri Balikpapan.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32487/jshp.v3i1.536

Abstract

The purpose of this study was to produce media products based on articulate Studio'13 in mathematics subjects that were appropriate, interesting and effective in learning. This research is a type of research and development (R & D) by modifying 10 stages into 7 stages, namely; potential and problems, information collection, product design, design validation, design revisions, product trials, and product revisions. Assessment of media feasibility is carried out by material experts and media experts. Assessment and attractiveness of students. The effectiveness of the product is seen as a percentage > 75% of the number of students who passed the KKM. This research resulted in Articulate Studio '13 learning media proven to be valid and feasible to be used as learning media after getting a score of 88.3% from 3 material experts, and a value of 86.1% from 3 media experts. For attractiveness assessments get the criteria "very feasible" based on small-scale trials that get an assessment of 77%, and large-scale trials get a value of 80%. After the final assessment was made it was stated that 79.17% of students passed the KKM than  the media was declared effective. So that it can be concluded that the development of learning media has carried out is deemed feasible, interesting, and effective to use in learning.