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Efektivitas Media Konkret Papan Dadu Diagram terhadap Hasil Belajar Kognitif Peserta Didik Kelas V SDN Pedurungan Kidul 02 Rizka Salma Karimah; Noviana Dini Rahmawati; Andy Suyitno; Ngurah Ayu Nyoman Murniati
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6856

Abstract

This research aims to analyze the effectiveness of the concrete media of the dice board diagram on cognitive learning outcomes in grade V students of SDN Pedurungan Kidul 02 Semarang. This study falls into the category of quantitative research using pre-experimental methods. The study's design used One Group Pretest-Posttest. As a research sample, a class VA of 29 students were selected purposively. The data collection methods used are test, documentation, and observation. Data analysis using the Shapiro-Wilk test, t-test, and N-gain test. The results of this study show that the dice board diagram as a concrete media can improve students’ learning outcomes. This is shown by the results of the 0.64 n-gain score test and the 64% n-gain score test percentage showed the category quite effective. Therefore, the diagram's dice board media is effective on the cognitive learning results of students of grade VA SDN Pedurungan Kidul 02
Pengaruh PBL Berbantu Media Konkret Terhadap Hasil Belajar Nilai Tempat Bilangan Puluhan dan Satuan Kelas 2 Sekolah Dasar Rustanti Ramadhani; Rasiman Rasiman; Anis Susilowati; Noviana Dini Rahmawati
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.7104

Abstract

This research aims to determine the effect of PBL assisted by concrete media on learning outcomes in place value of tens and units in grade 2 elementary school. This type of research is quantitative research in the form of pre-experimental design with one-group pretest and posttest design. The sample in this study was all 28 grade 2 students at SD Negeri Tawangmas 01. Using test data collection techniques (normality test, n-gain test, and paired sample t-test) and non-test (interviews and documentation). The results of this study obtained average pretest data of 58.93. while the average result of the posttest was 90.00. The results of the pretest and posttest Shapiro-Wilk normality test showed sig > 0.05 with pretest data 0.260 > 0.05 and posttest data 0.209 > 0.05 at a significance level of 0.05 and N = 28, so H0 was accepted. The n-gain test obtained was 0.7010. Stating the criteria for the N-Gain test value of 0.7 < g < 1 is categorized as high criteria. The Paired Sample T-Test obtained a significant value (2-tailed) of 0.000 < 0.005 so that Ho was rejected and Ha was accepted. The conclusion is that PBL assisted by concrete media has an effect on the learning outcomes of place value of tens and units in grade 2 of elementary school. This can be seen from student learning outcomes before and after being given treatment.
IMPLEMENTATION OF THE FLIPPED CLASSROOM LEARNING MODEL ON STUDENTS' MATHEMATICAL PROBLEM-SOLVING Noviana Dini Rahmawati; Lilik Ariyanto; Zulfa Ardiyanti Khusna
Proceeding International Conference on Digital Education and Social Science Vol. 1 No. 1 (2022): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v1i1.21

Abstract

The purpose of this study was to determine the problem solving ability of students who received the flipped classroom learning model better than the class that received the conventional learning model. The population in this study were students of class XI SMK N 1 Kudus. Sampling using simple random sampling with samples taken two classes, namely the experimental class and the control class. Data collection methods used are tests and documentation. Data analysis used two-way ANOVA test, post ANOVA test with Schefee method, and one-party proportion test. The conclusions are as follows: (1) the problem solving skills of students who get the flipped classroom learning model are better than the conventional learning model and (2) the problem solving abilities of students who use the blended learning and flipped classroom learning models achieve the Minimum Completeness Criteria.
Design of Virtual Reality-Based Mathematics Virtual Lab with Constructivist Approach in Senior High School Achmad Buchori; Noviana Dini Rahmawati; Wijayanto
Proceeding International Conference on Digital Education and Social Science Vol. 2 No. 1 (2024): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v2i1.41

Abstract

The purpose of this research is to produce a virtual reality-based high school mathematics virtual lab product with a constructivistic approach in an effort to improve the literacy and numeracy of high school students. The research method uses R&D by adopting the ADDIE model, namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluate). Researchers only conducted basic research so that the research stages only reached development. Data collection techniques used tests, questionnaires, structured interviews, and documentation. Data analysis used questionnaire analysis of student and teacher responses, feasibility analysis by experts, reduction of structured interview results and triangulation techniques. Test data was analysed using descriptive statistics. The results of this study are the production of virtual high school mathematics lab products as much as 10 materials that are attractively packaged based on virtual reality that have been validated by material experts and media experts with an average score of material experts = 89.70 and media experts = 90.38, meaning that this virtual mathematics lab product is very feasible to use in learning high school mathematics.
Development of geogebra-based interactive multimedia on triangle and quadrilateral topics to enhance students' understanding of mathematical concepts Achmad Buchori; Noviana Dini Rahmawati; Milagros Baldemor
Journal of Advanced Sciences and Mathematics Education Vol. 5 No. 2 (2025): Journal of Advanced Sciences and Mathematics Education
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jasme.v5i2.535

Abstract

Background: Understanding mathematical concepts is essential for students, as it forms the basis for developing other mathematical abilities. Many students struggle with abstract mathematical ideas, particularly in geometry.Aim: This study aims to examine the validity, practicality, and effectiveness of GeoGebra-based interactive multimedia in enhancing students’ understanding of triangles and quadrilaterals.Method: This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation phases. The subjects involved were seventh-grade students at a junior high school. Validation of the product was conducted by two material experts and two media experts. Practicality was assessed using student response questionnaires, while effectiveness was measured through a quasi-experimental design involving a pretest-posttest control group. Data were analyzed using descriptive statistics and inferential analysis to determine the improvement in conceptual understanding.Result: Validation scores reached 88% (material) and 88.2% (media), indicating high validity. Student feedback showed positive responses toward the multimedia's usability and engagement. The experimental group outperformed the control group, with a higher average score, demonstrating the effectiveness of the developed multimedia.Conclusion: GeoGebra-based interactive multimedia is a valid, practical, and effective tool for improving students’ understanding of mathematical concepts, particularly in triangle and quadrilateral topics. Its integration into classroom instruction enhances engagement and supports meaningful learning experiences. Future research is recommended to investigate the long-term effects of such multimedia on students’ conceptual retention, its application to other mathematical domains and grade levels, and its integration with collaborative or inquiry-based learning approaches.
DEVELOPING VR-ASSISTED RME LEARNING MEDIA TO IMPROVE STUDENTS’ CREATIVE THINKING SKILLS IN GEOMETRY Ravi Akmar Ramadhani; Noviana Dini Rahmawati; Muhammad Prayito
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i3.16283

Abstract

Students’ creative thinking in mathematics remains a challenge, particularly in learning three-dimensional geometry. This problem is related to the abstract nature of the material and the limited use of interactive media in classroom instruction. This study aimed to develop and evaluate Virtual Reality (VR)-assisted learning media integrated with the Realistic Mathematics Education (RME) approach to enhance students’ creative thinking skills. The study employed a Research and Development design using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The participants were 64 ninth-grade students of SMP Negeri 9 Semarang, divided into an experimental group and a control group, with 32 students in each group. Data were obtained through expert validation sheets, student response questionnaires, and a creative thinking test. The findings showed that the developed media met the criteria of high validity, with media expert scores ranging from 92% to 93% and material expert scores ranging from 92% to 96%. Student responses also indicated that the media was practical, with a percentage of 80%. In addition, the experimental group achieved a higher mean score (83.50) than the control group (72.35). The independent samples t-test further revealed a significant difference between the two groups (p < 0.001). These results indicate that VR-assisted learning media integrated with the RME approach is valid, practical, and effective in improving students’ creative thinking skills. Kemampuan berpikir kreatif siswa dalam pembelajaran matematika masih menjadi tantangan, terutama pada materi geometri tiga dimensi. Kondisi ini berkaitan dengan sifat materi yang abstrak dan belum optimalnya penggunaan media pembelajaran interaktif di kelas. Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi media pembelajaran berbantuan Virtual Reality (VR) yang diintegrasikan dengan pendekatan Realistic Mathematics Education (RME) untuk meningkatkan kemampuan berpikir kreatif siswa. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian berjumlah 64 siswa kelas IX SMP Negeri 9 Semarang yang dibagi ke dalam kelas eksperimen dan kelas kontrol, masing-masing sebanyak 32 siswa. Data dikumpulkan melalui lembar validasi ahli, angket respons siswa, dan tes kemampuan berpikir kreatif. Hasil penelitian menunjukkan bahwa media yang dikembangkan memenuhi kriteria sangat valid, dengan skor validasi ahli media sebesar 92%–93% dan ahli materi sebesar 92%–96%. Respons siswa juga menunjukkan bahwa media berada pada kategori praktis dengan persentase 80%. Selain itu, rata-rata skor kelas eksperimen (83,50) lebih tinggi dibandingkan kelas kontrol (72,35). Hasil uji independent samples t-test menunjukkan adanya perbedaan yang signifikan antara kedua kelas (p < 0,001). Dengan demikian, media pembelajaran berbantuan VR yang terintegrasi dengan pendekatan RME dinyatakan valid, praktis, dan efektif dalam meningkatkan kemampuan berpikir kreatif siswa.
Efektivitas Media Game Edukatif terhadap Peningkatan Pemahaman Konsep Materi Persamaan Garis Lurus Siswa SMP Ade Ziyana Walidah Fatma; Aryo Andri Nugroho; Noviana Dini Rahmawati
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 10 No 2 (2026): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 10 Nomor 2 Tahun 2026
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v10i2.4935

Abstract

Penguasaan konsep esensial dalam matematika sering kali terhambat oleh karakteristik materi yang abstrak, seperti Persamaan Garis Lurus (PGL). Penelitian ini mengkaji efektivitas game edukasi berbasis situs web, "Petualangan Telur Dinosaurus", dalam memacu pemahaman konsep pada siswa kelas VIII. Dengan menggunakan metodologi eksperimen semu (Post-test Only Control Group), data dihimpun dari 64 siswa di SMP Negeri 9 Semarang. Hasil evaluasi menunjukkan tingkat efektivitas yang tinggi, di mana kelompok eksperimen mencatatkan rerata nilai 83,82 melampaui Kriteria Ketuntasan Tujuan Pembelajaran (KKTP) 80 secara signifikan (Sig. 0,046). Uji independent sample t-test mempertegas adanya disparitas hasil belajar yang nyata dibandingkan kelas kontrol (Sig. 0,015). Meskipun motivasi belajar hanya menyumbang pengaruh sebesar 7,5%, game ini terbukti menjadi instrumen instruksional yang solutif untuk mereduksi hambatan kognitif serta mengoptimalkan penguasaan materi PGL di jenjang SMP.
Development of Elementary School Mathematics Textbooks Based on Augmented Reality to Support the Profile of Critical and Creative Pancasila Students Joko Sulianto; Achmad Buchori; Noviana Dini Rahmawati
Jurnal Ilmiah Pendidikan Dasar Vol 12, No 2 (2025): Jurnal Ilmiah Pendidikan Dasar
Publisher : Prodi PGSD FKIP Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/pendas.12.2.228-250

Abstract

The implementation of three-dimensional textbooks in both public and private elementary schools within the Semarang city area remains limited with most institutions still relying on conventional printed versions. However, AR-based mathematics textbooks—already adopted in parts of Indonesia—offer interactive visual experiences that can enhance students’ critical and creative thinking. This study employed a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model developed by Luther-Sutopo, which includes six phases: concept development, design, material collection, assembly, testing, and distribution. A limited trial was conducted at SDN Sawah Besar 01 Semarang. The outcomes of the study are as follows: (1) The development of the 2nd grade thematic AR textbook linked to the Pancasila Student Profile, featuring engaging and interactive AR content; (2) high validation scores from experts—89 (material) and 87.75 (media)—indicating strong suitability for use in thematic learning at the second-grade level; (3) Multivariate Analysis of Variance (MANOVA) results demonstrated a statistically significant improvement (p < 0.05) in critical and creative thinking among students using the AR textbook compared to the control group. These results suggest that AR-enhanced thematic textbooks are both effective and viable for wider adoption in elementary schools across Semarang.
Pelatihan Pengembangan Media Pembelajaran Berbasis AI dan Metaverse bagi Guru MTsN 1 Kudus Achmad Buchori; Dina Prasetyowati; Joko Sulianto; Noviana Dini Rahmawati
Archive: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2026): Desember 2026
Publisher : Asosiasi Pengelola Publikasi Ilmiah Perguruan Tinggi PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/arch.v6i1.316

Abstract

Latar Belakang: Guru MTs Negeri 1 Kudus masih menghadapi keterbatasan dalam mengembangkan media pembelajaran berbasis teknologi digital. Di sisi lain, perkembangan Artificial Intelligence (AI) dan Metaverse membuka peluang untuk menciptakan pembelajaran yang lebih inovatif, interaktif, dan adaptif. Tujuan: Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan meningkatkan kompetensi guru dalam mengembangkan media pembelajaran berbasis Artificial Intelligence (AI), Virtual Reality (VR), dan Augmented Reality (AR). Metode: Kegiatan dilaksanakan melalui analisis kebutuhan, workshop berbasis praktik, pendampingan, implementasi media pembelajaran, dan evaluasi menggunakan angket respons peserta. Hasil: Sebanyak 71 guru mengikuti kegiatan dan berhasil mengembangkan video animasi berbasis AI, media Virtual Reality, serta Augmented Reality yang dapat diimplementasikan sesuai mata pelajaran masing-masing. Hasil evaluasi menunjukkan rata-rata skor respons peserta sebesar 4,68 dengan kategori sangat baik. Hasil tersebut menunjukkan bahwa pelatihan dan pendampingan mampu meningkatkan kompetensi digital guru dalam memanfaatkan teknologi untuk pengembangan media pembelajaran. Kesimpulan: Kegiatan PKM berhasil meningkatkan kompetensi guru dalam mengembangkan dan mengimplementasikan media pembelajaran berbasis AI dan Metaverse. Pemanfaatan teknologi tersebut mendukung terciptanya pembelajaran yang lebih interaktif, kreatif, inovatif, dan adaptif terhadap perkembangan teknologi serta kebutuhan pembelajaran di era digital.