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Deskripsi kemampuan matematika berdasarkan domain kognitif TIMSS Kelas VIII SMP Negeri 3 Gorontalo Usman, Rina Nandrawati; Bito, Nursiya; Isa, Dewi Rahmawaty
Media Pendidikan Matematika Vol. 10 No. 1 (2022)
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/mpm.v10i1.4874

Abstract

Penelitian ini bertujuan untuk mendeskripsikan kemampuan matematika siswa berdasarkan domain kognitif Timss kelas VIII SMP Negeri 3 Gorontalo.Subjek dalam penelitian ini adalah siswa kelas VIII di SMP Negeri 3 Gorontalo.Pengumpulan data diperoleh dari data hasil tes kemampuan matematika berdasarkan domain kognitirf TIMSS dan wawancara yang digunakan sebagai data tambahan untuk mendeskripsikan kemampuan matematika berdasarakan domain kognitif TIMSS. Berdasarkan data yang diperoleh dari hasil tes kemampuan matematika dari 25 siswa terdapat 5 orang siswa dalam kategori tinggi dengan besar presentase 22,61%, 16 orang siswa dalam kategori sedang dengan besar presentase 57,27%, dan 4 orang dalam kategori rendah dengan besar presentase 11,61%. Artinya tingkat kemampuan matematika siswa berdasarkan domain kognitif Timss kelas VIII SMP Negeri 3 Gorontalo berada dalam kategori sedang.
Developing Number Puzzle Learning Media for Elementary School Dyslexic Students: Single Subject Research Sumarno Ismail; Nursiya Bito; Franky Alfrits Oroh; Nisky Imansyah Yahya; Fuzi Sandra Talibo
Didaktik Matematika Vol 10, No 2 (2023): October 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jdm.v10i2.30955

Abstract

A child displaying symptoms of dyslexic learning disorders requires assistance in accurately identifying numbers, particularly those that share resemblances. This research aimed to develop media for teaching dyslexic children to help them identify numbers correctly.This research employed a development and single-subject research method.The subject was a child with symptoms of dyslexia learning disorders from primary school in Gorontalo, Indonesia. The research instruments used were observation sheets and media validation. The findings revealed that prior to engaging with the puzzle activity, the dyslexic student demonstrated the capability to identify a range of 4 to 5 numbers accurately. However, after participating in the puzzle activity, the dyslexic student exhibited an improved performance, achieving the ability to correctly recognize and recall 8 to 10 digits in both writing and memory. The number puzzle media was developed by dividing the puzzle into two parts: the part of the screen containing the complete picture and the base placing the puzzle pieces. The puzzle pieces were made by stacking several formed duplex parts, then covered with paper glued together to create a waterproof product. The puzzle focused on the numbers contrasting in color. The numbers were divided into several parts to make it easier for dyslexic students to identify models of these numbers. After conducting media testing on a dyslexic student, the analysis demonstrated a positive impact of the media on learning outcomes. This research suggests a notable improvement in the numerical identification skills of the dyslexic student
The Development of Android Based Instructional Media to Improve Mathematical Understanding on Pythagorean Theorem Piyo, Sri Herawati M.; Bito, Nursiya; Takaaendengan, Bertu Rianto
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 9 No. 1 (2026): VOLUME 9 NUMBER 1, MARCH 2026
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v9i1.30704

Abstract

Mathematical understanding is an essential goal of mathematics learning, particularly for abstract topics such as the Pythagorean Theorem, which require strong conceptual comprehension. However, mathematics instruction at the junior high school level is still largely dominated by conventional methods with limited use of interactive learning media, causing students to experience difficulties in understanding concepts. This study aims to develop an interactive Android-based learning multimedia, Pytha-Go, for the Pythagorean Theorem material for eighth-grade students at SMP Negeri 13 Tibawa. This research employed a Research and Development (R&D) approach using a modified 4D development model consisting of three stages: Define, Design, and Develop. The Define stage identified learning problems and student needs through observations and interviews. The Design stage focused on designing the structure, learning content, and interface of the multimedia. The Develop stage involved media production, expert validation, readability testing, and limited trials. Data were collected using media and material expert validation questionnaires, media readability test instruments, teacher observation sheets, and student response questionnaires. The results showed that the average scores from media and material expert validation were 3.23 and 3.17, categorized as very valid and valid. The media readability test obtained an average score of 3.34, indicating that the multimedia is feasible. Teacher observation and student response scores were 3.35 and 3.58, respectively, categorized as very practical. Based on these findings, it can be concluded that the Pytha-Go Android-based learning multimedia is feasible and practical for supporting the learning of the Pythagorean Theorem for eighth-grade students.
Development of an Interactive Learning Tool Based on the CANVA App for Teaching the Pythagorean Theorem to Eighth-Grade Students at Junior High School 12 Satap Tibawa Findi Alfionita Yusuf; Sarson W. Pomalato; Nursiya Bito
International Journal of Technology and Education Research Vol. 4 No. 02 (2026): International Journal of Technology and Education Research (IJETER)
Publisher : International journal of technology and education research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/ijeter.v4i02.3903

Abstract

Canva is one of the apps that offers an easy alternative for designing. One of Canva’s key advantages is that it makes it easy to create any kind of design—presentations (PowerPoint), graphics, ebook covers, videos, and infographics—using built-in animations, all of which can be published immediately anywhere. Given the issues at Junior High School 12 Satap Tibawa, the researcher was motivated to conduct research and development (R&D) using interactive learning materials based on Canva. One way to leverage advanced technology in education is through educational media that can help students understand the Pythagorean theorem, such as Canva-based interactive educational media. The purpose of this study is to examine the development and outcomes of an interactive learning medium based on the Canva application for teaching the Pythagorean theorem to eighth-grade students at Junior High School 12 Satap Tibawa. The type of research used is Research and Development (R&D). Sugiiono (2016:297) states that the R&D research method is used to develop specific products and test their effectiveness. The purpose of this study is to develop interactive learning materials on the Pythagorean Theorem for eighth-grade junior high school students. Results of the Research and Development of an Interactive Learning Medium Based on the Canva Application for the Pythagorean Theorem in Grade 8 at Junior High School 12 Satap Tibawa. Consequently, it can be concluded that the results of the development of an interactive learning medium based on the Canva application for the Pythagorean Theorem unit in Grade 8 at Junior High School 12 Satap Tibawa fall into the “very good” category and can be used in the classroom.
Pengembangan Media Pembelajaran Berbasis Aplikasi Fun Math pada Materi Kekongruenan pada Segi Empat di Kelas VIII SMP Negeri 7 Telaga Biru Gusti Ngurah Satria; Nursiya Bito; Auli Irfah
JURNAL MathEdu (Mathematic Education Journal) Vol 9 No 2 (2026): JURNAL MathEdu (Mathematic Education Journal) Juli 2026
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v9i2.8195

Abstract

This research aims to develop mathematics learning media based on the Fun Math application on congruence material in quadrangles for class VIII SMP students. The Fun Math application was chosen because it follows student developments in the current technological era and its ability to present visual and interactive content. This research uses a 4-D development model which is simplified to 3-D including the stages of definition (Define), design (Design), and development (Develop). The instruments used in this research were expert validation sheets to measure the validity of the teaching materials being developed, readability test sheets, student response questionnaires, and teacher response questionnaires to measure the practicality of the teaching materials. The research results show that the learning media developed has met the validity criteria. Through validation by media experts and material experts, this media was declared suitable for use with several improvements, and the results of the revision were proven to be very feasible through a readability test of 95.36% and from the teacher response questionnaire, namely 93.3% (very practical). Apart from that, student responses to this learning media reached 98.75% (very practical). Based on the results of this research, it was concluded that the learning media, namely the Fun Math application, was valid and suitable for use in mathematics learning, especially in the material of congruence in quadrilaterals.
Meningkatkan Hasil Belajar Matematika Siswa Melalui Model Kooperatif Tipe NHT Berbantuan Media Berbasis Augmented Reality Pada Materi Kubus dan Balok Indagita Cahyani Sero Sero; Nursiya Bito; Bertu Rianto Takaendengan
Jambura Journal of Mathematics Education Vol 7, No 1: Maret 2026
Publisher : Department of Mathematics, Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jmathedu.v7i1.37047

Abstract

This study aims to improve students' mathematics learning outcomes in the topic of flat-sided solid shapes, specifically cubes and cuboids, through the application of the Numbered Heads Together (NHT) cooperative learning model combined with Augmented Reality (AR)-based learning media. The study used Action Research (CAR) based on the Kemmis and Mc. Taggart model, implemented in two cycles. Observations showed significant improvements in various aspects of learning. Teacher and student activities, initially in the Fair (CB) category, improved to Good (B) and Very Good (SB) categories. In the affective and psychomotor domains, the attitude and skills assessment results showed improvements from Fair (CB) to Good (B) and Very Good (SB). Meanwhile, cognitive learning outcomes obtained through written tests increased from 69.23% to 84.62%, indicating that most students had met the learning objectives. Thus, all assessment aspects had achieved success indicators in cycle II through the implementation of the Numbered Heads Together (NHT) cooperative learning model assisted by Augmented Reality-based learning media.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID PADA MATERI KOORDINAT KARTESIUS KELAS VIII SMP NEGERI 1 SUWAWA Nursiya Bito; Restika Oktavia Muliling; Dewi Rahmawaty Isa
FIBONACCI: Jurnal Pendidikan Matematika dan Matematika Vol. 9 No. 2 (2023): FIBONACCI: Jurnal Pendidikan Matematika dan Matematika
Publisher : Fakultas Ilmu Pendidikan Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/fbc.9.2.141-156

Abstract

Penelitian ini dilakukan karena kurangnya pemanfatan teknologi yang ada disekolah sebagai media pembelajaran sehingga pembelajaran di dalam kelas sering di anggap membosankan dan kurang menarik oleh siswa serta tampulan buku pelajaran yang monoton membuat siswa menjadi kurang minat dalam proses pembelajaran. Sehingga tujuan dari penelitian ini adalah untuk menghasilkanmultimedia pembelajaran  yang menarik dan berkualitas untuk digunakan pada materi  koordinat kartesius kelas VIII SMP/MTs. Proses pengembangan multimedia pembelajaran menggunakan  model 4-D yang telah dimodifikasi.  menurut Thiagrajan,Semmel & Semmel yang terdiri dari tiga tahap pendefinisian (define), perancangan (design) dan pengembangan (develop).pengambilan data dilakukan melalui Lembar validasi, lembar kemampuan mengelola pembelajaran, lembar kaktivitas siswa, dan angket respon siswa. Siswa kelas VIII C SMP Negeri 1 Suwawa dijadikan sebagai subjek penelitian.  Hasil kelayakan media oleh ahli media diperoleh skor rata-rata 4,08, yang dikategorikan baik berdasarkan kualitas media yang ditunjukkan. Hasil kemampuan guru dalam mengelola pembelajaran skor rata-rata 3,72 termasuk dalam kategori baik.dan respon positif siswa mencapai diatas rata-rata 70%. Hal ini menunjukan bahwa multimedia pembelajaran interaktif dapat digunakan sebagai media pembelajaran yang dapat meningkatkan pemahaman peserta didik.
MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA MENGGUNAKAN MODEL DISCOVERY LEARNING BERBANTUAN MEDIA POWTOON PADA MATERI BARISAN DAN DERET KELAS X MAN 1 BOALEMO Moh. Harisabriansyah Malomis; Nursiya Bito; Khardiyawan A.Y. Pauweni
Emasains : Jurnal Edukasi Matematika dan Sains Vol. 15 No. 1 (2026): Maret 2026
Publisher : Program Studi Pendidikan Matematika dan Pendidikan Biologi Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/emasains.v15i1.5797

Abstract

Rendahnya hasil belajar matematika siswa pada materi barisan dan deret di MAN 1 Boalemo serta kurangnya variasi pembelajaran dan pemanfaatan teknologi menjadi latar belakang penelitian ini. Penelitian tindakan kelas ini bertujuan untuk meningkatkan hasil belajar siswa melalui penerapan model Discovery Learning berbantuan media Powtoon. Subjek penelitian terdiri dari 20 siswa kelas X-6 dilaksanakan pada semester ganjil tahun ajaran 2025/2026 . Data diperoleh melalui observasi aktivitas guru dan siswa serta tes hasil belajar pada akhir setiap siklus. Penelitian dilaksanakan dalam dua siklus melalui tahapan perencanaan, tindakan, observasi, dan refleksi. Hasil yang didapatkan meningkatnya kemampuan guru dalam mengelola pembelajaran menjadi kategori Baik (B) dan Sangat Baik (SB) , aktivitas siswa meningkat menjadi Baik (B) dan Sangat Baik (SB), Begitu juga pada hasil belajar pada siklus I Hanya 13 Siswa yang memenuhi KKTP dari 20 siswa dengan persentase 65% dan pasa siklus II meningkat Menjadi 85% dengan siswa yang memenuhi KKTP 17 siswa dari 20 siswa.  Temuan ini menunjukkan bahwa penggunaan model Discovery Learning berbantuan Powtoon efektif dalam meningkatkan hasil belajar matematika khususnya pada materi barisan dan deret.
PENGARUH MODEL COOPERATIVE LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA BAAMBOOZLE TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS VII PADA MATERI BENTUK ALJABAR DI SMP NEGERI 1 SUWAWA Nazwa; Novianita Achmad; Aulia Irfah; Evi P. Hulukati; Nursiya Bito; Bertu Rianto Takaendengan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56568

Abstract

This study aimed to determine the effect of the Cooperative Learning model of the Teams Games Tournament (TGT) type assisted by Baamboozle media on students' mathematics learning outcomes in the topic of Algebraic Expressions. The study employed an experimental method using a Post-test Only Control Group Design. The research sample consisted of 21 students from class VII-C as the experimental group and 20 students from class VII-D as the control group, selected through a cluster random sampling technique. Data were collected using a cognitive learning outcomes test and analyzed using an independent sample t-test. The results showed that the calculated t-value (t = 3.275) was greater than the critical t-value (t = 1.68488) at the 0.05 significance level, indicating that H₀ was rejected and H₁ was accepted. Furthermore, the effect size calculated using Cohen’s d formula was 1.023, which falls into the high category. Therefore, it can be concluded that the Cooperative Learning model of the Teams Games Tournament (TGT) type assisted by Baamboozle media has a significant positive effect on students' mathematics learning outcomes in the topic of Algebraic Expressions among seventh-grade students at SMP Negeri 1 Suwawa. Keywords: Teams Games Tournament (TGT), Baamboozle, Learning Outcomes, Algebraic Expressions.