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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.