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Integration of character education in android-based m-learning media on problem-solving ability Ahmad Yani; Utin Desy Susiaty; Agustami Agustami; Hodiyanto Hodiyanto
Jurnal Pendidikan Informatika dan Sains Vol 11, No 2 (2022): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v11i2.4816

Abstract

This study aims to produce M-learning media that is effective, practical, effective by including character education and the ability to solve problems in the media in cube material and building blocks. This study adopted the ADDIE development design model which included five main stages, namely analysis, design, development, implementation and evaluation. The subject of this study was a grade VIII student of SMP Negeri 10 Sungai Kakap, totaling 15 students. The instruments used in this study were validation sheets, questionnaires, and pretest and posttest questions. The results showed that the average level of verification of mobile learning media by the three experts was 85.56%, meets the very valid criteria. The cumulative score of teacher and student questionnaires reaches 88.66%, very practical. The results of inferential statistical tests from pretest and posttest using the t test, it was found that T_Hitung -t_table with significant α = 5% which means there is a significant difference in the ability to solve problems between before and after using mobile learning media so that it can be said that the media is classified as effective. Therefore, it can be concluded that the use of mobile learning media combined with character education on the ability to solve the geometry problem of junior high school students is valid, practical and effective.
Pemecahan Masalah Matematis Ditinjau dari Kecerdasan Emosional Siswa Sandra; Iwit Prihatin; Utin Desy Susiaty
Journal of Edukasi Borneo Vol. 2 No. 1 (2021)
Publisher : PT. Media Edukasi Borneo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (361.411 KB)

Abstract

The purpose of this study in general was to find out which was better between the Problem Based Learning model and classical learning of mathematical problem-solving abilities in terms of the emotional intelligence of students on the material system of two-variable linear equations in class VIII of one of secondary schools of Kalimantan Barat. The method used in this study was an experimental method, with a Quasi-Experimental research form, and the research design was a 2x3 factorial design. The population in this study were all eighth-grade with class samples VIII A and VIII B selected by using the Cluster Random Sampling technique. Based on the analysis of variance of two paths with unequal cells it is concluded that: 1) the problem-based learning model provides better mathematical problem-solving abilities compared to classical learning in the material system of two-variable linear equations, 2) Students with high emotional intelligence provide better mathematical problem-solving abilities compared to moderate and low emotional intelligence, 3) In each learning model, the mathematical problem-solving ability of students with high emotional intelligence is better than that of moderate and low emotional intelligence, 4) At each level of students' emotional intelligence, the Problem Based Learning model provides better mathematical problem-solving skills than classical learning. ABSTRAK Tujuan dari penelitian ini secara umum adalah untuk mengetahui manakah yang lebih baik antara model pembelajaran problem-based learning dan pembelajaran klasikal terhadap kemampuan pemecahan masalah matematis ditinjau dari kecerdasan emosional siswa pada materi sistem persamaan linier dua variable di kelas VIII di salah satu sekolah menengah pertama (SMP) Negeri Kalimantan Barat. Metode yang digunakan dalam penelitian ini adalah metode eksperimen, dengan bentuk penelitian Quasi Experimental, dan rancangan penelitian adalah desain faktorial 2x3. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII SMP, dengan sampel kelas VIII A dan VIII B yang dipilih secara random menggunakan teknik Cluster Random Sampling. Berdasarkan analisis variansi dua jalan dengan sel tak sama disimpulkan bahwa: 1) Model pembelajaran problem-based learning memberikan kemampuan pemecahan masalah matematis yang lebih baik dibandingkan pembelajaran klasikal dalam materi sistem persamaan linier dua variable, 2) siswa dengan kecerdasan emosional tinggi memberikan kemampuan pemecahan masalah matematis lebih baik dibandingkan dengan kecerdasan emosional sedang dan rendah, 3) pada masing-masing model pembelajaran, kemampuan pemecahan masalah matematis siswa dengan kecerdasan emosional tinggi lebih baik dari padakecerdasan emosional sedang dan rendah, 4) pada setiap tingkat kecerdasan emosional siswa, model pembelajaran problem-based learning memberikan kemampuan pemecahan masalah matematis yang lebih baik dari pembelajaran klasikal. KATA KUNCI: problem-based learning, kemampuan pemecahan masalah matematis, kecerdasan emosional
Model Pembelajaran Problem Based Learning dan Creative Problem Solving melalui Google Meet Terhadap Kemampuan Berpikir Kritis dalam Materi Trigonometri Hesti Valengia; Sandie Sandie; Utin Desy Susiaty
JEID: Journal of Educational Integration and Development Vol. 2 No. 2 (2022)
Publisher : Education Mind Based Development Association

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Abstract

Penelitian ini bertujuan untuk membandingkan model pembelajaran problem based learning dan creative problem solving melalui google meet. Metode yang digunakan dalam penelitian adalah metode eksperimen semu (quasi experimental). Bentuk penelitian yang digunakan adalah Nonequivalent Control Group. Sampel dalam penelitian ini adalah siswa kelas  X IPA 1 sebagai kelas kontrol dan  X IPA 2 sebagai kelas eksperimen. Pemilihan sampel dalam penelitian ini menggunakan teknik cluster random sampling. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah pengukuran sehingga alat pengumpul datanya berupa tes.  Instrumen penelitian berupa soal berbentuk esai. Teknik analisis data yang digunakan adalah statistik deskriptif. Hasil dari penelitian ini adalah:  (1) Kemampuan berpikir kritis siswa kelas X IPA SMA Negeri 1 Serawai dalam materi trigonometri sebelum diberikan model pembelajaran problem based learning dan creative problem solving melalui google meet sebesar 16.67% .(2) Kemampuan berpikir kritis siswa kelas X IPA SMA Negeri 1 serawai dalam materi trigonometri setelah  diberikan model pembelajaran problem based learning melalui google meet sebesar 80% dan creative problem solving melalui google meet sebesar 70%. (3) Kemampuan berpikir kritis siswa kelas X IPA SMA Negeri 1 Serawai dalam materi trigonometri antara model pembelajaran problem based learning dan creative problem solving melalui  google meet  sama baik.
Integration of character education in android-based m-learning media on problem-solving ability Ahmad Yani; Utin Desy Susiaty; Agustami Agustami; Hodiyanto Hodiyanto
Jurnal Pendidikan Informatika dan Sains Vol. 11 No. 2 (2022): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v11i2.4816

Abstract

This study aims to produce M-learning media that is effective, practical, effective by including character education and the ability to solve problems in the media in cube material and building blocks. This study adopted the ADDIE development design model which included five main stages, namely analysis, design, development, implementation and evaluation. The subject of this study was a grade VIII student of SMP Negeri 10 Sungai Kakap, totaling 15 students. The instruments used in this study were validation sheets, questionnaires, and pretest and posttest questions. The results showed that the average level of verification of mobile learning media by the three experts was 85.56%, meets the very valid criteria. The cumulative score of teacher and student questionnaires reaches 88.66%, very practical. The results of inferential statistical tests from pretest and posttest using the t test, it was found that T_Hitung <-t_table with significant α = 5% which means there is a significant difference in the ability to solve problems between before and after using mobile learning media so that it can be said that the media is classified as effective. Therefore, it can be concluded that the use of mobile learning media combined with character education on the ability to solve the geometry problem of junior high school students is valid, practical and effective.
Development of College Student Analytical Thinking Skills Through Evaluation Learning with Flip Book Assisted E-Books Utin Desy Susiaty; Dwi Oktaviana; Muhamad Firdaus
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 13, No 2 (2022): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v13i2.38050

Abstract

The purpose of this study was to compare college student analytical thinking skills in evaluation learning with and without flipbook-assisted e-books. The research method used is quasi-experimental with a nonequivalent control group research form. The sample in this study were fourth-semester college students. The result of the research is that the college student analytical thinking ability after being given a mathematics learning evaluation course with and without an e-book assisted by a flipbook is equally good. This study carries out the application of learning mathematics learning evaluation courses with e-books assisted by flipbooks as an effort to develop students' analytical thinking skills which are indispensable in solving problems in these subjects where so far no one has conducted research in this field. The implications of the research are by applying the learning of mathematics learning evaluation courses with e-books with the help of flipbooks to the maximum extent that they can develop college student analytical thinking skills.Tujuan dalam penelitian ini adalah untuk membandingkan kemampuan berpikir analitis mahasiswa dalam pembelajaran evaluasi dengan dan tanpa e-book berbantuan flipbook. Metode penelitian yang digunakan adalah quasi experimental dengan bentuk penelitian nonequivalent control group. Sampel dalam penelitian ini adalah mahasiswa semester IV. Hasil penelitian yaitu kemampuan berpikir analitis mahasiswa sesudah diberikan mata kuliah evaluasi pembelajaran matematika dengan dan tanpa e-book berbantuan flipbook sama baiknya. Penelitian ini mengusung penerapan pembelajaran mata kuliah evaluasi pembelajaran matematika dengan e-book berbantuan flipbook sebagai upaya dalam mengembangkan kemampuan berpikir analitis mahasiswa yang sangat diperlukan dalam menyelesaikan permasalahan di mata kuliah tersebut dimana selama ini belum ada yang melakukan penelitian di bidang tersebut. Adapun implikasi dalam penelitian yaitu dengan melakukan penerapan pembelajaran mata kuliah evaluasi pembelajaran matematika dengan e-book berbantuan flipbook secara maksimal dapat mengembangkan kemampuan berpikir analitis mahasiswa.
Development of Phet Simulation-Based Mathematics Logic E-Modules in Increasing Students' Mathematical Reasoning Ability Dwi Oktaviana; Utin Desy Susiaty; Muhamad Firdaus; Iwit Prihatin
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 14, No 2 (2023): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v14i2.44483

Abstract

This research is represented through digital teaching with online learning simulations used by SMK teachers in learning mathematical logic that has not improved students' mathematical reasoning abilities. This study aims to describe the feasibility, attractiveness, and effectiveness of the PhET simulation-based mathematical logic e-module in improving students' mathematical reasoning abilities. This research method is the R and D. The research subjects were students of SMK Koperasi Pontianak majoring in Multimedia. Research data were collected using indirect communication techniques and measurements with data collection tools in the form of expert validation sheets, student and teacher response questionnaires, and test questions. Based on the results, it can be concluded that the e-module of mathematical logic with PhET simulation at the valid criterion, very interesting and effective. The results of this study can be implemented in the process of learning mathematical logic digitally through PhET simulation learning to improve students' mathematical reasoning abilities.Penelitian ini direpresentasikan melalui bahan ajar digital dengan simulasi pembelajaran online yang digunakan oleh guru SMK dalam pembelajaran logika matematika belum meningkatkan kemampuan penalaran matematis siswa. Penelitian ini bertujuan untuk mendeskripsikan kelayakan, kemenarikan dan keefektifan dari e-modul logika matematika berbasis PhET simulation dalam meningkatkan kemampuan penalaran matematis siswa. Metode penelitian ini adalah metode R and D. Subjek penelitian adalah siswa SMK Koperasi Pontianak tepatnya jurusan Multimedia. Data penelitian dikumpulkan menggunakan teknik komunikasi tidak langsung dan pengukuran dengan alat pengumpul data berupa lembar validasi ahli, angket respon siswa dan guru serta soal tes. Berdasarkan hasil penelitian dan pembahasan, dapat disimpulkan bahwa e-modul logika matematika dengan PhET simulation pada tingkat kriteria valid, sangat menarik dan efektif untuk menyelesaikan kesulitan pada siswa khususnya pada materi logika matematika. Hasil penelitian ini dapat diimplementasikan pada proses pembelajaran logika matematika secara digital serta melalui simulasi pembelajaran PhET simulation untuk lebih meningkatkan kemampuan penalaran matematis siswa.
Pengembangan Alat Peraga Papan Positif Negatif Berbasis Metode Montessori pada Siswa dengan ADHD Utin Desy Susiaty; Muhamad Firdaus; Novi Andriati
Mosharafa: Jurnal Pendidikan Matematika Vol. 10 No. 1 (2021): Januari
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v10i1.642

Abstract

Hambatan guru dalam menyampaikan materi adalah kurangnya penggunaan benda-benda konkrit dalam setiap pembelajaran. Penelitian bertujuan untuk mengetahui: (1) rancangan dan implementasi alat peraga papan positif negatif berbasis metode montessori pada siswa dengan ADHD (Attention Deficit Hyperactivity Disorder); dan (2) sejauh mana kelayakan alat peraga papan positif negatif berbasis metode montessori ini dalam membantu siswa dengan ADHD. Penelitian ini merupakan penelitian pengembangan menurut Borg & Gall. Subjek dalam penelitian dan pengembangan alat peraga ini adalah siswa-siswi pada salah satu SLB yang terdapat di Kota Pontianak tahun ajaran 2020-2021 dan guru mata pelajaran matematika. Data penelitian diperoleh berdasarkan penilaian oleh pakar/ahli terhadap alat peraga. Hasil penelitian adalah: (1) rancangan dan implementasi alat peraga papan positif negatif berbasis metode montessori pada siswa dengan ADHD memenuhi kriteria valid sebagai media pembelajaran berupa alat peraga dengan kategori sangat valid; (2) alat peraga papan positif negatif berbasis metode montessori layak sebagai media pembelajaran dalam membantu siswa dengan ADHD. Hasil penelitian digunakan sebagai sumbangan pemikiran bagi guru maupun calon guru pendidikan matematika untuk selalu melakukan inovasi dalam pembelajaran matematika demi tercapainya tujuan pembelajaran siswa sekolah umum maupun SLB. The teacher's obstacle in delivering the material is the lack of using concrete objects in every lesson. The research aims to look at: (1) the design and implementation of positive-negative board props based on the Montessori method in students with ADHD (Attention Deficit Hyperactivity Disorder); and (2) the appropriateness of this Montessori method based positive board props in helping students with ADHD. This research is development research according to Borg & Gall. The subjects in the research and development of this teaching aid are students at one of the special schools in Pontianak City for the 2020-2021 academic year and teachers of mathematics. Research data based on the results by experts/experts on teaching aids. The results of the study were: (1) The design and implementation of positive board props based on the Montessori method for students with ADHD met the valid criteria as learning media in the form of teaching aids with very valid categories; (2) the positive board props based on the negative Montessori method are feasible as a learning medium in helping students with ADHD. The results of the research are used as a contribution of thought for teachers or prospective mathematics education teachers to always innovate in mathematics learning to achieve the learning objectives of students in public schools and special schools.
Lembar Kerja Elektronik Peserta Didik Menggunakan Geogebra Dalam Materi Garis Singgung Lingkaran Agustina Genda; Utin Desy Susiaty; Muhamad Firdaus
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 3 No. 2 (2024): Juli: Jurnal Inovasi Pendidikan dan Pengajaran (JIPP)
Publisher : LPD IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v3i2.7555

Abstract

Penelitian ini bertujuan untuk menghasilkan LKEPD menggunakan Geogebra dalam materi garis singgung lingkaran untuk meningkatkan hasil belajar siswa kelas VIII SMP Negeri 9 Jangkang dengan mencapai tingkat kevalidan, kepraktisan dan keefektifan. Metode penelitian ini menerapkan Research and Development dengan melibatkan 3 ahli validator materi dan 3 validator ahli media. Subjek penelitian ini adalah siswa kelas VIII SMP Negeri 9 Jangkang yang berjumlah 17 siswa. Data yang dikumpulkan lembar validasi, angket respon guru, angket respon siswa, wawancara dan tes. Hasil penelitian ini menunjukkan bahwa LKEPD penilaian kevalidan berada pada kriteria 89,37% (Sangat Valid), penilaian kepraktisan berada pada kriteria 90,36% (Sangat Praktis). Selanjutnya keefektifan, dilihat dari hasil uji statistik inferensial menggunakan nilai pre-test dan posttest siswa dengan hasil uji-t yaitu signifikan α = 5% (α = 0,05). Artinya, terdapat perbedaan hasil belajar siswa dalam penggunaan media. Sehingga dapat disimpulkan bahwa media LKEPD layak diguanakan sebagai media pembelajaran kelas VIII SMP Negeri 9 Jangkang pada mata pelajaran garis singgung lingkaran.
Kalkulator Berkarakter Berbasis Android terhadap Kemampuan Pemahaman Konsep pada Materi Barisan dan Deret Aritmatika Siswa Sekolah Menengah Atas Nicolaos Crisfigo Putra; Hartono Hartono; Utin Desy Susiaty
Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa Vol. 2 No. 5 (2024): September: Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan A
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/algoritma.v2i5.169

Abstract

This research aims to determine how to produce an Android-based character calculator application on the ability to understand concepts in arithmetic sequences and series material for high school students that reaches the level of validity, practicality and. The method used in this research is the Research & Development method with the Borg and Gall model research design which consists of 7 stages, namely potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. The subjects in this research were 31 students in class XI Science at SMA Negeri 9 Pontianak. This research uses indirect communication techniques and measurements with data collection tools in the form of validation sheets, questionnaires and test questions. The first research result, namely the validity, obtained from the material and media expert validation value of 89.77% with very valid criteria, the second, namely the practicality obtained from teacher and student questionnaires with a percentage of 96.64% with very valid criteria, while the practicality value was obtained from The posttest score is 83.87% of the KKM score of 76 so it is included in the very effective category. Thus, it can be concluded that the Android-based character calculator application media for the ability to understand concepts in arithmetic sequences and series material for high school students is classified as effective to use.
Analisis Kebutuhan Pengembangan Aplikasi Morndumath Bermuatan HOTS Nurul Fitria; Utin Desy Susiaty; Marhadi Saputro
Juwara: Jurnal Wawasan dan Aksara Vol. 1 No. 1 (2021)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (156.762 KB) | DOI: 10.58740/juwara.v1i1.7

Abstract

Abstrak Tujuan penelitian adalah menganalisis pengembangan aplikasi Morndumath. Metode yang digunakan dalam penelitian ini yaitu studi literatur dan studi lapangan. Subjek penelitiannya adalah guru dan siswa kelas VIII. Studi literatur dilaksanakan dengan mengumpulkan penelitian dan sumber relevan. Sedangkan studi lapangan diperoleh dengan menyebarkan angket kebutuhan produk menggunakan google form kepada guru dan siswa di SMP Negeri 1 Sungai Kakap. Berdasarkan studi literatur aplikasi Morndumath bermuatan HOTS dapat membantu siswa dalam meningkatkan kemampuan berpikir tingkat tinggi. Sedangkan berdasarkan studi lapangan diketahui 81,5% siswa sulit memahami materi bangun ruang, 92,3% siswa membutuhkan bahan ajar lain selain yang disediakan sekolah dan 100% guru merasa kemampuan berpikir tingkat tinggi siswa kurang dalam materi bangun ruang, 100% guru merasa sangat perlu menggunakan media pembelajaran lain dalam kegiatan pembelajaran seperti aplikasi Morndumath bemuatan HOTS. Setelah memahami apa yang dimaksud dengan aplikasi Morndumath bermuatan HOTS 100% guru dan 87,7% siswa menyatakan menginginkan media pembelajaran tersebut dalam kegiatan pembelajaran. Abstract The research objective is to analyze the development of the Morndumath application. The method uses in this research is literature study and field study. The research subjects are teachers and students of class VIII. Literature studies are carried out by collecting relevant research and sources. While the field study is obtained by distributing a product needs questionnaire using google form to teachers and students at SMP Negeri 1 Sungai Kakap. Based on a literature study, the Morndumath application with HOTS can help students improve higher-order thinking skills. Meanwhile, based on field studies, it is known that 81.5% of students have difficulty understanding the material of building space, 92.3% of students need other teaching materials besides those provided by the school and 100% of teachers feel that students' high-level thinking skills are lacking in building materials, 100% of teachers feel very need to use other learning media in learning activities such as the Morndumath application made by HOTS. After understanding what is meant by the Morndumath application with HOTS content, 100% of teachers and 87.7% of students stated that they wanted the learning media in learning activities.