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Journal : Jurnal Infinity

CHALLENGES DURING THE PANDEMIC: USE OF E-LEARNING IN MATHEMATICS LEARNING IN HIGHER EDUCATION Muhammad Irfan; Betty Kusumaningrum; Yuyun Yulia; Sri Adi Widodo
Jurnal Infinity Vol 9, No 2 (2020): VOLUME 9, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v9i2.p147-158

Abstract

On March 16, 2020, many universities in Indonesia began implementing online-based learning to replace lectures in the classroom. This is done as a way to reduce the transmission of the Covid-19 outbreak in Indonesia. There is an opinion that with the implementation of online learning, especially in mathematics education study programs, there are many obstacles when learning takes place. This study aims to determine the obstacles that arise after the implementation of online learning in mathematics learning in Higher Education. This research is a qualitative case study, assisted by an online survey. The researcher collected data through an online survey consisting of 27 questions. The survey is aimed at lecturers who teach in Mathematics Education study programs in Indonesia. The survey contains structured questions and leads to three parts, namely; basic skills challenges, teaching and learning challenges, and university challenges. The 27 questions contained questions about the ability of platform mastery to support online learning owned by each lecturer. The research involved 26 lecturers from universities in Sumatra, Java, Kalimantan, and Sulawesi. The results of this study reveal that all lecturers affected by the pandemic use a Learning Management System (LMS) based website as a means of online learning. The learning management system-based platform is the most widely used (google class and Edmodo) while video conferencing is the second choice (Zoom and Skype). What is interesting is that the LMS available on campus is less attractive to lecturers. However, there are obstacles faced such as the limitations of writing mathematical symbols and the limited basic capabilities of the learning management system and multimedia software to support online learning.
THE DEVELOPMENT OF ONLINE LEARNING GAME ON LINEAR PROGRAM COURSES Zainnur Wijayanto; Dafid Slamet Setiana; Betty Kusumaningrum
Jurnal Infinity Vol 11, No 1 (2022): VOLUME 11, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v11i1.p133-144

Abstract

This study aims to produce online learning games on linear program subjects for 3rd-semester students that are valid, practical, efective and can increase student learning motivation. Students are less interested in linear program subject because it requires high analysis skill and feel boring. This research and development model consisting of the stages of define (literature study and field survey), design (early product design activities), develop (expert validation, product revisions, and development testing), and disseminate (final product revision) with descriptive analysis techniques qualitatively and quantitatively. Qualitative descriptive analysis techniques are used to describe the stages of development that describe the results of observations of the implementation and effectiveness of online learning games that have been developed in the field. Quantitative descriptive analysis techniques are used at the development stages. This study has achieved the expected goal: producing online learning games for linear program subjects that are valid (very good category), practical (very good category), and effective (85.71% of students had achieve a minimum score of C).