Articles
Pengembangan Bahan Ajar Gamifikasi pada Materi Statistika Kelas VIII
Aini Rembulan;
Rizki Wahyu Yunian Putra
JMPM: Jurnal Matematika dan Pendidikan Matematika Vol 3, No 2: September 2018 - Februari 2019
Publisher : Universitas Pesantren Tinggi Darul Ulum Jombang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.26594/jmpm.v3i2.1221
Penelitian ini bertujuan untuk menghasilkan bahan ajar gamifikasi pada materi statistika yang layak digunakan dan menarik bagi peserta didik SMP. Metode penelitian ini menggunakan prosedur pengembangan Research and Development (R&D) yang disarankan Borg and Gall dan dikutip oleh Sutopo sampai tahap ke tujuh, diantaranya: potensi masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi produk. Subjek penelitian ini adalah peserta didik SMP di Sidomulyo, LamSel. Instrumen yang dilakukan berupa skala penilaian, dianalisis dengan kuantitatif dan kualitatif. Produk yang dihasilkan telah melalui tahap validasi kelayakan oleh ahli materi, ahli media dan ahli bahasa, serta uji coba kelompok kecil dan kelompok besar untuk mengetahui kemenarikan. Berdasarkan hasil penilaian dan tanggapan dari para ahli dan respon peserta didik, disimpulkan bahwa bahan ajar gamifikasi pada materi statistika sangat layak digunakan dan sangat menarik bagi peserta didik SMP.
PENINGKATAN PEMAHAMAN KONSEP MATEMATIS MELALUI PENERAPAN MODEL PEMBELAJARAN TREFFINGER BERBANTU BAHAN AJAR ALQURUN (Improving the Understanding of Mathematic Concepts through the Application of Treffinger Learning Model Assisted with Alqurun Teaching Materials)
Hezvi Yulinsa;
Rizki Wahyu Yunian Putra;
Farida Farida
Jurnal Ilmiah Didaktika Vol 21, No 2 (2021): Jurnal Ilmiah Didaktika Februari 2021
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.22373/jid.v21i2.6640
The background of this research is the students' low understanding of mathematical concepts. The purpose of this study is to improve understanding of mathematical concepts through the Treffinger learning model assisted by ALQURUN teaching materials. The research method used is a quantitative method with the type of Quasi Experimental Design research with stages 1) pre-test (initial data) 2) treatment (treatment) 3) post-test (final data). The population in this study were students of class X IPA MAN 1 Pringsewu, with a sample consisting of three experimental classes and one control class. Based on data analysis, the increase in understanding of mathematical concepts in the experimental class and control class varies. The difference in the increase in the ability to understand this concept was then tested statistically with the one-way ANOVA test with a significant level. Based on the N-Gain test, it was concluded that the average increase in understanding mathematical concepts by applying the Treffinger learning model assisted by ALQURUN teaching materials was higher, namely 0.84 compared to with the class that applied the Treffinger learning model with an average of 0.66, the class that applied the conventional learning model assisted with ALQURUN teaching materials with an average of 0.43 and the class that applied the conventional learning model with an average of 0.14. Based on the average ability to understand mathematical concepts, it can be concluded that the Treffinger learning model with ALQURUN teaching materials is better than the Treffinger learning model, the conventional learning model assisted by ALQURUN teaching materials and conventional learning models.
PENERAPAN STRATEGI THE FIRING LINE UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS SISWA SMP
Selvia Lovita Sari;
Rubhan Masykur;
Rizki Wahyu Yunian Putra
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 7, No 2 (2018)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (470.316 KB)
|
DOI: 10.24127/ajpm.v7i2.1496
The objective in this research is to find out whether the ability to understand student’s mathematical concepts with the application of The Firing Line strategy is better than ordinary learning. This research used quantitative research. The method used quasi experiment using pretest- posttest Control Group Design. The population in this study is all students in class VIII SMPN 3 Jati Agung. Sampling used class random technique by lottery technique, obtained class VIII A as experiment class and class VIII B as control class. Based on the results of the N-gain hypothesis test the ability to understand mathematical concepts in the material builds up a flat side space (cubes and beams) at signification level obtained value and . Because . Its means is rejected. Thus, it can be concluded that the ability to understand student’s mathematical concepts with The Firing Line strategy is better than ordinary learning models.
PENGARUH METODE KUIS INTERAKTIF TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS MATA KULIAH TRIGONOMETRI
Dian Purnama Sari;
Rizki Wahyu Yunian Putra;
Muhamad Syazali
Jurnal Pendidikan Matematika Vol 12, No 2 (2018)
Publisher : Universitas Sriwijaya
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.22342/jpm.12.2.5322.63-72
Penelitian ini bertujuan untuk mengetahui pengaruh terhadap kemampuan pemecahan masalah matematis yang mengikuti pembelajaran dengan menggunakan metode kuis interaktif, mahasiswa yang mengikuti model pembelajaran konvensional yang dilakukan oleh peneliti pada mahasiswa semester III Universitas Negeri Islam Raden Intan Lampung. Jenis penelitian kuantitatif ini adalah jenis Kuasi Eksperimen. Uji hipotesis menggunakan Uji T 2 sampel tidak berkolerasi. Hasil penelitian didapat kesimpulan bahwa rata rata kemampuan pemecahan masalah matematis metode kuis interaktif lebih baik dari model pembelajaran konvensional. Berdasarkan hasil analisis dan pembahasan terhadap data penelitian diperoleh bahwa terdapat pengaruh yang berbeda pada kemampuan pemecahan masalah matematis antara mahasiswa yang kelasnya menerapkan metode kuis interaktif, mahasiswa yang dikelasnya menerapkan model pembelajaran konvensional pada pokok pembahasan trigonometri
Pengaruh pembelajaran PQ4R berbantuan gamifikasi terhadap kemampuan pemecahan masalah matematis
Fitriyanti Fitriyanti;
Rizky Wahyu Yunian Putra;
Rubhan Masykur
Edu Sains: Jurnal Pendidikan Sains & Matematika Vol 9, No 2 (2021): VOLUME 9 NOMOR 2 DESEMBER 2021
Publisher : IAIN Palangka Raya
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23971/eds.v9i2.1824
Tujuan penelitian ini untuk mengetahui pengaruh kemampuan pemecahan masalah matematis dengan strategi pembelajaran PQ4R berbantuan bahan ajar gamifikasi peserta didik. Jenis penelitian ini merupakan penelitian kuasi eksperimen menggunakan menggunakan The Nonequivalent Pretest-Posttest Control Group Design Metode pengumpulan data menggunakan tes (essay) dan analisis data menggunakan N-gain dan uji varians untuk mengetahui adanya perbedaan karekter pada tiap kelompok. Hasil penelitian menunjukkan bahwa nilai N-gain pada kelompok eksperimen dalam ketegori tinggi, dan hasil uji varians diperoleh bahwa tidak terdapat pengaruh antara strategi pembelajaran terhadap pemecahan masalah matematis dengan menggunakan strategi PQ4R berbantuan bahan ajar gamifikasi.
PENGEMBANGAN BAHAN AJAR GAMIFIKASI PADA MATERI BANGUN RUANG SISI LENGKUNG
Farida Farida;
Yoraida Khoirunnisa;
Rizki Wahyu Yunian Putra
JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Vol 11, No 2 (2018): JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Volume 11 Nomor 2 Agustus
Publisher : Universitas Sultan Ageng Tirtayasa
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (255.278 KB)
|
DOI: 10.30870/jppm.v11i2.3765
The purpose of this study is to determine the feasibility of gamifikasi teaching materials and to determine the response of students and teachers to the developed teaching materials. The material developed in this research is to build a curved side room. Teaching materials is a primary requirement for teaching and learning process. The method in this research is research and development (R & D) with Brog and Gall development model that has been modified by Sugiyono. There are 7 stages in this development that are potential and problems, data collection, product design, product validation, product revision, product trial and product revision. The data collection instruments used are questionnaires given to material experts, media experts and linguists to determine the feasibility of the products, and are given to students and teachers to find out the attractiveness of the products that have been developed. Based on data analysis obtained from material experts, media experts and linguists it is stated that the developed teaching material is feasible to be used, and analysis of data obtained from students and teachers stated that the developed teaching material is very interesting. This means that the materials developed by researchers can be used as a learning resource for students and teachers of SMP / MTs class IX. Keywords: Gamification Teaching Materials
PENGEMBANGAN DESAIN DIDAKTIS BAHAN AJAR PERSAMAAN GARIS LURUS
Rizki Wahyu Yunian Putra;
Neni Setiawati
JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Vol 11, No 1 (2018): JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Volume 11 Nomor 1 Februari
Publisher : Universitas Sultan Ageng Tirtayasa
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (154.391 KB)
|
DOI: 10.30870/jppm.v11i1.2992
ABSTRACTThis study aims to produce Didaktis Design teaching materials straight line equations. This research method is Research and Development (R & D) with the model used is 4D.Tahapan done from defining phase (Define), design stage (Development), stage of dissemination (Dessiminate). Data collection techniques used are qualitative and quantitative analysis. Validation is done by material experts and media experts. The experiments were conducted through two stages: small group trial and large group trials. The results of validation of the material experts on the content quality aspect obtained an average score of 3.5 with valid criteria, on the aspect of the accuracy of the scope obtained an average score of 3.5 with valid criteria, and language aspects earned an average score of 3.2 with valid criteria. Expert media validation on Module size aspect obtains average score of 3.5 with valid criteria, skin design aspect Module obtains average score of 3.5 with valid criteria and on design aspect of content Module obtains average score 3.5 with criteria valid. In a limited trial of class VIII students in the attractiveness test obtained an average score of 3.6 with very interesting criteria and educator response with a score of 3.7 with very interesting criteria. Keywords: Dictatical Design, Development of Teaching Materials, Straight Line Equations
PENGEMBANGAN BAHAN AJAR GAMIFIKASI MATEMATIKA SISWA MTs
Rizki Wahyu Yunian Putra;
Aan Subhan Pamungkas
JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Vol 12, No 1 (2019): JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Volume 12 Nomor 1 Februari
Publisher : Universitas Sultan Ageng Tirtayasa
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (256.243 KB)
|
DOI: 10.30870/jppm.v12i1.4865
This research aims to gain quality learning materials gamifikasi of mathematics seen in terms of feasibility, attractiveness, as well as to obtain responses to learners and educators in learning materials that have been developed. The subject developed was set. One of the basic necessities in the process of teaching and learning are the presence of materials of interest. The research method used i.e. research and development (Research and Development) consisting of: (1) model development, (2) development of procedures, and (3) product trials that are components in research development (developmental Research). Based on the analysis of data obtained from some experts that is media experts, linguists, and the material can be stated that the learning materials gamifikasi of mathematics worthy of use, and the results of the analysis of data obtained from educators and learners is expressed that the materials developed are very interesting. So that shows that learning materials gamifikasi mathematics developed can be used as a learning resource for learners and educators Mts/junior high school class VII.Keywords: Gamifikasi Learning Materials for Mathematics
Implementasi Etnomatematika Berbasis Budaya Lokal dalam Pembelajaran Matematika pada Jenjang Sekolah Dasar
Rizki Wahyu Yunian Putra;
Popi Indriani
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 1 No. 1 (2017)
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (234.836 KB)
|
DOI: 10.25217/numerical.v1i1.118
This study aims to describe the Lampung handicraft "tapis and siger" into learning mathematics at Elementary School level. The data obtained in the form of qualitative data while the source obtained from observations, documentation and informants associated with Lampung handicraft the "tapis and siger". The instrument in this study is the researcher itself. The tools used are interview guides, documentation guides, and observation guidelines. Data validity technique by data triangulation through data source checking, analizing descriptive qualitative. The results showed that the motif of woven cloth fabric Sanggar Rahayu consists of geometric motifs, humans, animals, and motifs of plants, while Siger Lampung has a mathematical element in which the triangle. Cultural-based math learning is needed in schools especially in elementary school, because not only to understand the concept of mathematics but learners are also introduced and love culture early on.
Pengembangan Desain Didaktis Bahan Ajar Materi Pemfaktoran Bentuk Aljabar pada Pembelajaran Matematika SMP
Rizki Wahyu Yunian Putra;
Nurwani Nurwani;
Fredi Ganda Putra;
Nugraha Wisnu Putra
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 1 No. 2 (2017)
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (165.208 KB)
|
DOI: 10.25217/numerical.v1i2.133
The ability to understand a concept in the learning of mathematics is something that is required by each learner. But in fact show that in the learning process, teaching materials used have not trained learners in doing a discovery and learners less active in the learning process. This study aims to produce teaching materials in the form of a didactic design module teaching materials Algebra on Mathematics Subjects for Class VIII Semester 1 Subject material Algebra in SMP Negeri 1 Pakuan Ratu. The teaching materials module with didactic design is a module in the form of a learner's guide which contains information, materials about Algebra, examples of problems as well as exercise questions, in accordance with the problems that natural learners on learning materials, this instructional material is made to petrify participants educated in solving problems on Algebra material. Based on the results of research, Didactic instructional materials developed by researchers deserve to be used according to the validation results of material experts, linguists, education practitioners, media experts, and help learners to learn more independently and comfortable in the learning process as well as learners are very interested in teaching materials (modules) of this didactic design.