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PERBEDAAN HASIL BELAJAR DENGAN METODE PENUGASAN, DISKUSI DAN CERAMAH MAHASISWA CALON GURU MATEMATIKA Utin Desy Susiaty; Hodiyanto Hodiyanto
PENA KREATIF : JURNAL PENDIDIKAN Vol 11, No 1 (2022): Pena Kreatif : Jurnal Pendidikan
Publisher : FKIP UM Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29406/jpk.v11i1.1343

Abstract

Tujuan penelitian adalah untuk mengetahui manakah yang memberikan hasil belajar yang lebih baik, metode penugasan, diskusi atau ceramah. Penelitian ini merupakan quasi eksperimental dengan populasi seluruh mahasiswa semester VI program studi pendidikan matematika IKIP PGRI Pontianak. Sampel diambil dengan menggunakan teknik stratified cluster random sampling. Teknik pengumpulan data yang digunakan adalah metode dokumentasi untuk mendapatkan nilai Ujian Akhir Semester (UAS) mata kuliah Teori Peluang tahun akademik 2016/2017 sebagai data kemampuan awal dan metode tes untuk data hasil belajar matematika mahasiswa. Uji hipotesis penelitian menggunakan analisis variansi satu jalan dengan sel tak sama. Berdasarkan hasil penelitian dapat disimpulkan bahwa tidak ada perbedaan hasil belajar antara mahasiswa yang diberikan pembelajaran dengan metode penugasan, diskusi maupun ceramah
ANALISIS KEBUTUHAN PENGEMBANGAN BUKU AJAR ELEKTRONIK INTERAKTIF (BAEI) BERBANTUAN GOOGLE SLIDE DAN QUIZIZZ Nursela; Dwi Oktaviana; Hodiyanto
Journal of Innovation Research and Knowledge Vol. 1 No. 4: September 2021
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (240.927 KB)

Abstract

Tujuan penelitian ini adalah untuk menganalisis pengembangan Buku Ajar Elektronik Interaktif (BAEI) berbantuan google slide dan quizizz. 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 berbagai penelitian dan sumber yang relevan. Sedangkan studi lapangan diperoleh dengan menyebarkan angket kebutuhan produk secara online menggunakan google form kepada guru dan siswa di SMP Negeri 12 Pontianak. Berdasarkan studi literatur buku ajar elektronik interaktif (BAEI) berbantuan google slide dan quizizz dapat membantu siswa dalam meningkatkan kemampuan pemecahan masalah matematis. Sedangkan berdasarkan hasil studi lapangan ditemukan bahwa 100% guru sangat membutuhkan bahan ajar selain yang disediakan sekolah dan 60% guru beranggapan bahwa bahan ajar lain seperti BAEI berbantuan google slide dan quizizz sangat menarik jika diterapkan. Sedangkan 90% siswa merasa kesulitan memahami materi koordinat kartesius, 90% siswa merasa membutuhkan bahan ajar lain selain yang disediakan dari sekolah dan 100% siswa menyatakan ingin mengguunakan bahan ajar seperti BAEI berbantuan google slide dan quizizz dalam proses pembelajaran.
PENGARUH PENGGUNAAN MEDIA INSTAGRAM BERMUATAN PROBLEM POSING TERHADAP KEMAMPUAN KOMUNIKASI MATEMATIS SISWA SMA Dea Yustina; Iwit Prihatin; Hodiyanto Hodiyanto
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 2 No. 1 (2021): Volume 2 Nomor 1 Tahun 2021
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1143.244 KB) | DOI: 10.37478/jpm.v2i1.776

Abstract

The purpose of this study was to determine: (1) students' mathematical communication skills before being given learning using Instagram media containing problem posing in the system of linear equations and inequalities; (2) students' mathematical communication skills after being given learning using Instagram media containing problem posing in the material of linear equations and inequality systems; (3) the effect of using Instagram media containing problem posing on students' mathematical communication skills in the material of linear equations and inequality systems in class X SMA Koperasi Pontianak; (4) the magnitude of the influence by using Instagram media with problem posing content on students' mathematical communication skills in the material of linear equations and inequality systems in class X SMA Koperasi Pontianak. This reseach method is to use the Pre Eksperimental Desaign method. Sampling was done by saturated sampling technique. The instrument for collecting data was a test of mathematical communication skills. The data analysis in this study used descriptive data analysis and inferential statistic. The results of the study were that before the learning model was applied with an average student score of 39.97 which was classified as a failure, and after being applied the learning model with an average of 58.07 was sufficient so that there was an increase, from the research results there was also an influence and also the magnitude of the effect. After learning is applied using instructional media that contains problem posing on students' mathematical communication skills.
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.
IMPLEMENTASI LESSON STUDY BERBANTUAN E-BOOK BERBASIS SIGIL: PENINGKATAN TERHADAP KEMAMPUAN PEMECAHAN MASALAH Karsoni Berta Dinata; Hodiyanto
JUMLAHKU: Jurnal Matematika Ilmiah STKIP Muhammadiyah Kuningan Vol 8 No 2 (2022): JUMLAHKU VOL.8 NO.2 2022
Publisher : Program Studi Pendidikan Matematika STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jumlahku.v8i2.1556

Abstract

Kemampuan Pemecahan Masalah merupakan satu dari empat kemampuan yang dibutuhkan abad-21. Berbagai upaya telah dilakukan dalam rangka mengembangkan kemampuan pemecahan masalah baik pada pembelajaran daring maupun luring. Upaya yang dapat dilakukan dalam mengembangkan kemampuan pemecahan masalah adalah mengimplementasikan pembelajaran matematika dengan pendekatan Lesson Studi for Learning Comunity (LSLC) media e-book berbantuan aplikasi sigil. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK). Tahapan yang digunakan adalah Perencanaan (Plan), Pelaksanaan (Do), Refleksi (See), dan Redesain. Subjek penelitian adalah mahasiswa Semester VII Pendidikan Matematika yang berjumlah 14 orang. Instrumen pengambil data yaitu Lembar Observasi, Tes, Catatan lapangan, dan Alat Rekam Gambar/Video. Teknik analisis data yang digunakan adalah analisis data Deskriptif Kuantitaif. Hasil Penelitian menunjukan bahwa Implementasi pembelajaran matematika dengan pendekatan Lesson Studi for Learning Comunity (LSLC) dengan media e-book berbantuan aplikasi sigil mampu meningkatkan keaktifan mahasiswa selama proses pembelajaran dan mampu meningkatkan kemampuan pemecahan masalah. Dengan demikian pendekatan Lesson Studi for Learning Comunity (LSLC) efektif digunakan baik pada pembelajaran luring maupun daring. Penggunaan media yang membantu mahasiswa belajar secara daring dipercaya mampu mengotimalkan proses dan hasil pembelajaran.
How Geometer’s Sketchpad (GSP) Develops Geometry Concept Understanding Hodiyanto Hodiyanto; Danar Santoso
International Journal of Trends in Mathematics Education Research Vol 3, No 1 (2020)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (775.716 KB) | DOI: 10.33122/ijtmer.v3i1.169

Abstract

The purpose of this study is to show that the development of analytical geometric practicum module based on the application of Geometer Sketpched (GSP) is effective and practical in developing Geometry Concept Understanding. The research method used in this research is research and development. The research subjects in this study consisted of the subject of development and the subject of trials, students of the Mathematics Education Study Program IKIP PGRI Pontianak. Research Procedure: define, design, and development. Data collection tools used in the form of: (1) Validation sheets (2) Questionnaire responses (3) Tests (posttest). The data analysis technique used in this study uses descriptive statistics. Based on the results of research and discussion, in this study it can be concluded that: (1) the practicum module developed is classified as very valid, (2) the practicum module developed is very practical, and (3) the practicum module developed is effective in increasing students' understanding of concepts.
Mathematics communication as an alternative to overcome the obstacles of undergraduate students in mathematical proof Dewi Risalah; H Hodiyanto
International Journal of Trends in Mathematics Education Research Vol 5, No 2 (2022)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (618.941 KB) | DOI: 10.33122/ijtmer.v5i2.141

Abstract

Experiences at the educational personnel education institution, Department of Mathematics Education Institute of Teacher Training and Education Pontianak (IKIP) shows that students often had difficulty in proving propositions (theorems in mathe-matics). The alternative offered through this study was to develop students' abilities in proof through mathematical communication. The study method used in this study was qualitive research, case study. The subjects used in this study consisted of two un-dergraduate students who had been taught real analysis introductions and. The data collection tool used was tests and interview. Data analysis techniques used was de-scriptions: data reduction, data display and conclusion. Based on the results of re-search, study of theory and discussion, it could be concluded in this study that the student obstacles in answering mathematical proof questions are the students have difficulty in writing mathematical symbolic and inability in mathematical proof. But after being given didactic anticipation by mathematical communication, the ability of students to answer mathematical proof questions has increased. Thus, mathematical communication can be used as an alternative to overcome obstacles or difficulties for students in solving mathematical proof problems.
Pengembangan Media Pembelajaran Poweroint Interaktif Terhadap Kemampuan Pemecahan Masalah Matematis Yusta Yani Susanti Susanti; Hodiyanto; Yadi Ardiawan
JEID: Journal of Educational Integration and Development Vol. 1 No. 4 (2021)
Publisher : Education Mind Based Development Association

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55868/jeid.v1i4.106

Abstract

ABSTRAK  Penelitian ini bertujuan untuk menghasilkan Powerpoint Interaktif terhadap kemampuan pemecahan masalah matematis pada materi kubus untuk siswa kelas VIII SMP Setya Budi Nanga Pinoh yang mencapai tingkat kevalidan, kepraktisan dan keefektifan. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan yang digunakan adalah 4D. Subjek penelitian ini terdiri dari validator ahli, guru, dan siswa kelas VIII B SMP Setya Budi Nanga Pinoh yang terdiri dari 20 siswa. Instrumen yang digunakan adalah lembar validasi, angket, dan soal posttest. Berdasarkan hasil penelitian diperoleh hasil validasi Powerpoint Interaktif  dengan kriteria sangat valid sebesar 90,24%, tingkat kepraktisan Powerpoint Interaktif memiliki kriteria sangat praktis sebesar 93,42%, tingkat keefektifan dilihat dari hasil pengerjaan soal tes kemampuan pemecahan masalah matematis siswa dengan kriteria sangat efektif sebesar 85%. Artinya, terdapat peningkatan nilai hasil belajar siswa dalam kemampuan pemecahan masalah, sehingga dikategorikan efektif.  Kata kunci: Powerpoint Interaktif, Kemampuan Pemecahan Masalah Matematis.    
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.
Learning media of macromedia flash android-based and contains character education Ahmad Yani; Adriana Nada Beta; Hodiyanto Hodiyanto; Rahman Haryadi
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 1 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i1.5879

Abstract

This study aimed to produce Macromedia flash learning media based on android and filled with effective, practical, and effective character education. This study adopts a 4D development design model, which includes four main stages, Define, Design, Develop, and Disseminate. The subjects of this research were students of class X SMA Graduation Pontianak. The data collection tools were validation sheets, questionnaires, and tests. The data analysis technique used is descriptive statistics. The results showed that the media validation results by the three experts were 78.5%, which is a very valid criterion. The cumulative score of the teacher and student questionnaire reached 93.71%, which is very practical. The results of the t-test show that t Stat > t Critical two-tail then H0 is rejected, which means H1 is accepted, so it can be concluded that the learning media Macromedia Flash 8 is classified as effective because there is an increase in student learning outcomes between before and after being given learning with Macromedia Flash 8 learning media based on android and loaded with character education.