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Eksplorasi etnomatematika Museum Kereta Kraton Yogyakarta dan pengintegrasiannya ke dalam pembelajaran matematika Dafid Slamet Setiana; Annis Deshinta Ayuningtyas; Zainnur Wijayanto; Betty Kusumaningrum
Ethnomathematics Journal Vol 2, No 1 (2021): March
Publisher : Universitas negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (474.703 KB) | DOI: 10.21831/ej.v2i1.36210

Abstract

Penelitian ini bertujuan untuk mengeksplorasi unsur etnomatematika Museum Kereta Kraton Yogyakarta dan mengintegrasikannya ke dalam pembelajaran matematika. Jenis penelitian ini yaitu penelitian eksploratif. Data yang diperoleh berupa data kualitatif, sumber data penelitian diperoleh melalui observasi, wawancara, dokumentasi, dan studi literatur yang berkaitan dengan Museum Kereta Kraton Yogyakarta. Teknik pengumpulan data dilakukan dengan observasi, wawancara dan dokumentasi. Analisis data dalam penelitian ini menggunakan metode kualitatif-verifikatif, yaitu suatu metode induktif dalam penarikan kesimpulan dimana data dijadikan sebagai dasar untuk menyimpulkan gambaran umum keadaan objek kajian. Hasil penelitian menunjukkan bahwa unsur etnomatematika Museum Kereta Kraton Yogyakarta dapat diintegrasikan ke dalam pembelajaran matematika, diantaranya konsep luas bangun datar, volume bangun ruang, kesimetrisan, dan teselasi/pengubinan. Konsep-konsep tersebut dapat diterapkan dalam pembelajaran matematika sebagai masalah kontesktual sekaligus sebagai salah satu cara mengenalkan unsur budaya kepada siswa sebagai upaya mengembangkan pendidikan karakter siswa.Ethnomathematics exploration at Museum of Kereta Kraton Yogyakarta and its integration in mathematics instructionAbstractThis study aims to identify the potential for integrating ethnomathematics at Yogyakarta, particularly the Museum of Kereta Kraton (Kraton Railway Museum) into mathematics learning. This type of research was a qualitative descriptive study. The data obtained in the form of qualitative data, the source of research data obtained through observation, interviews, documentation, and study of literature related to Yogyakarta Kraton Railway Museum. The data collection technique was done by observing, interviewing, and documenting. The data analysis in this study used a qualitative-verification method, which is an inductive method of drawing conclusions where the data is used as a basis for concluding a general description of the state of the object of study. The results showed that the ethnomathematics of Yogyakarta Kraton Railway Museum has the potential to be integrated into mathematics learning. Ethnomathematics that can be integrated includes the concept of flat area, volume of space, symmetry, and tessellation /tiling. These concepts can be applied in mathematics learning as a contextual geometry problem as well as a way of introducing cultural elements to students.
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).
PENGARUH MEDIA PEMBELAJARAN MATEMATIKA BERBASIS GAME EDUKASI KAHOOT PADA PEMBELAJARAN TATAP MUKA TERBATAS Sukiyanto Sukiyanto; Betty Kusumaningrum; Dewi Anggreini; Denik Agustito
Jurnal Karya Pendidikan Matematika Vol 10, No 1 (2023): Jurnal Karya Pendidikan Matematika Volume 10 Nomor 1 Tahun 2023
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jkpm.10.1.2023.21-26

Abstract

Learning is an activity that is arranged in a planned and systematic manner by involving information and the environment to facilitate students in learning. Efforts that can be made by schools to continue to achieve learning goals during the pandemic, one of which is by implementing limited face-to-face learning. Limited face-to-face learning is learning that implements the Covid-19 prevention process and pays attention to the preparations made by schools before the start of learning, to ensure that learning takes place safely, clearly determining the number of days and hours for the division of limited study groups to be carried out. To see the success of learning mathematics during the learning process. It takes one of the use of learning media that is fun for students. Thus, to overcome this problem, researchers chose to use online-based learning media, namely Kahoot. Kahoot can be accessed at www.kahoot.com which is connected to the internet. During the evaluation at the end of the lesson using the Kahoot application, it can keep students excited and not watching during the learning process. Thus, the purpose of this study is to find out how the use of kahoot learning media in the face-to-face learning process is limited to learning mathematics. While the instruments used in this study were tests, questionnaires and observations. The test questions used in the use of the Kahoot application are 5 questions for each quiz that is carried out 3 times. The test given to students is in the form of multiple-choice questions on the class VII integer material. The questionnaire in this study was in the form of closed questions or statements, aiming to find out the student's response to the evaluation tool that would be given.
The effect of self-regulated learning and learning interest on mathematics learning outcomes Tri Astuti Arigiyati; Betty Kusumaningrum; Irma Leny Maysaroh; K. S. Kuncoro; Samsul Pahmi; Bahadır Özsüt
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 2 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i2.15025

Abstract

Learning outcomes are one of the important aspects in the learning process because it is used as a determining factor for the success of a learning process. The factors that influence student learning outcomes are divided into two, namely internal factors (learning interests, talents, motivation, self-regulation, etc.) and external factors (school environment, family environment, etc.). Self-regulation and learning interest were the focus of discussion in this research. This study aims to determine the positive and significant influence between independence and interest in learning on mathematics learning outcomes for class VIII students of SMP Negeri 24 Muaro Jambi. This type of research is associative quantitative research. The results showed that partially independence had a positive but not significant effect on mathematics learning outcomes with tcount = 1,323 and correlation coefficient 0,202, while interest in learning had a positive and significant effect mathematics learning outcomes with tcount = 4,193 and correlation coefficient 0,548. Simultaneously, independence and interest in learning have a positive and significant effect on mathematics learning outcomes for class VIII students of SMP Negeri 24 Muaro Jambi as shown by the Fcount = 41,196, with an effect of 66,8% and 33,2% influenced by other variables.
The impact of self-efficacy and math anxiety on the mathematical communication ability of 7-grade students Aan Julia Hanub; Istiqomah Istiqomah; Betty Kusumaningrum; Elang Amadeus Poort
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 3 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i3.15308

Abstract

The primary aim of this study is to assess the influence of self-efficacy and math anxiety on the proficiency of mathematical communication among Class VII students enrolled in State Junior High Schools within the Depok District. The research methodology is quantitative, employing an ex-post facto correlational descriptive approach. The study encompasses the entire population of Class VII students across all State Junior High Schools within the Depok District, with a sample size of 190 students selected through cluster random sampling. Data collection involves employing questionnaires to gauge students' self-efficacy and math anxiety levels, alongside descriptive tests to evaluate their aptitude in mathematical communication. Preceding the analysis, preliminary tests are conducted to assess linearity and multicollinearity. The data analysis procedure encompasses multiple regression analysis and t and F tests to ascertain both individual and collective impacts. The findings reveal the absence of a discernible impact from self-efficacy and math anxiety on the mathematical communication skills of Class VII students in State Junior High Schools in the Depok District. For subsequent researchers, it is recommended to carefully consider the construction of questionnaire statements to ensure their comprehensibility among students.
Development of flipped classroom math learning instruments with advocacy-sociograph Zainnur Wijayanto; Indah Ayu Rukmana; Betty Kusumaningrum; Elang Amadeus Poort
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 3 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i3.15272

Abstract

The research project described aims to create a Math learning media with a flipped classroom model on "Polyhedron of Cube and Block" for grade VIII Junior High School students. This device uses the advocacy-sociograph approach. This research uses three stages of development, namely Defining, Designing, and Developing. After conducting data analysis, it can be concluded that the results of the validation of the lesson plan are valid, indicating that it is well-designed and suitable for teaching the targeted mathematics content. Similarly, the e-LKPD (e-worksheet) also received very valid validation results, indicating that the e-LKPD is very suitable and adequate to facilitate student learning. These positive validation results indicate that the learning tools in lesson plans and LKPDs (worksheets) based on the flipped classroom approach with advocacy-sociographs are valid and feasible for further testing. The researchers recommend this learning tool as a reliable reference source for mathematics learning in Junior High School.
Pemanfaatan Videoscribe Dalam Peningkatan Kompetensi Guru Tri Astuti Arigiyati; Betty Kusumaningrum; Krida Singgih Kuncoro
Kanigara Vol 1 No 1 (2021): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v1i1.3097

Abstract

The learning media used by teachers are still relatively simple, such as student worksheets and student books published by the Ministry of Education and Culture and PowerPoint and learning videos that are already on YouTube. Not yet found a teacher who uses VideoScribe and PowerPoint-based multimedia. The majority of PowerPoints are only used as a media presentation with simple features. Learning with the media used by teachers is still not too exciting for students' attention. Students assume that the learning media used by teachers have nothing new that makes students interested in understanding the subject matter. The impact that occurs is the lack of interest, motivation, and enthusiasm of students in participating in learning; consequently, student learning achievement is still below the KKM. The solution to the problem offered is related to the existing problem is the implementation of training activities and mentoring the development of learning media based on Sparkol VideoScribe for Muhammadiyah 4 Yogyakarta Middle School teachers. The effectiveness of this training was measured by the effectiveness questionnaire and the number of teachers who can use VideoScribe.
Pelatihan Pembuatan Media Pembelajaran Berbasis Smartphone bagi Guru SD Muhammadiyah Girikerto Tri Astuti Arigiyati; Krida Singgih Kuncoro; Betty Kusumaningrum
Kanigara Vol 1 No 2 (2021): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v1i2.4022

Abstract

Penggunaan media dalam pembelajaran sangat berpengaruh terhadap pemahaman siswa. Terlebih lagi pada masa pandemi Covid-19 di mana semua proses pembelajaran disampaikan secara daring (online) sehingga guru harus mampu menyampaikan materi dengan efektif dan efisien. Media pembelajaran yang digunakan di SD Muhammadiyah Girikerto masih sangat sederhana, seperti LKS, buku siswa dan PowerPoint. Berdasarkan observasi dan wawancara dengan kepala sekolah SD Muhammadiyah Girikerto penggunaan media pembelajaran berbasis IT belum optimal. Hal ini dikarenakan keterbatasan teknologi informasi dalam mengakses media pembelajaran. Selain itu, beberapa guru juga masih kesulitan membuat media pembelajaran yang interaktif. Salah satu pembuatan media pembelajaran yang mudah yaitu menggunakan aplikasi KineMaster. Aplikasi ini dipergunakan untuk membuat video pembelajaran yang dapat diedit dan diputar berulang-ulang, sehingga peserta didik akan lebih mudah memahami materi yang disampaikan. Berdasarkan uraian di atas maka solusi permasalahan yang ditawarkan adalah dilaksanakannya kegiatan pelatihan dan pendampingan bagi guru di SD Muhammadiyah Girikerto dalam membuat media pembelajaran berbasis Smartphone Android khususnya dengan aplikasi KineMaster.
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).