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PENGARUH PROBLEM BASED LEARNING BERBASIS HIGHER ORDER THINKING SKILL (HOTS) TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS Anisa Fitri; Astrid Chandra Sari; Jamiati Rosita
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v6i1.2792

Abstract

This research is a descriptive quantitative research that aims to find out how the influence of the Problem Based Learning learning model on the critical thinking mathematics ability of students on social arithmetic material. The research was carried out at SMP Negeri 2 Balen, with the selection of class VII D as an experimental class with a total of 32 students and VII F as a control class with a total of 33 students. The method used is experimental research. Data collection techniques in this study were through observation, documentation and test techniques. Data analysis in this study used descriptive analysis and inference which included normality test, homogeneity test and hypothesis test (independent sample t-test) using the SPSS statistical application program version 26 with a significant level of 5%. The calculation of the independent sample t-test obtained a signification value (2-tailed) of 0.000 < 0.05 and the calculation of the gain score obtained a value of 0.7081. The results of this study show that the Problem Based Learning learning model has a significant influence on the critical thinking ability of students with the category of improvement being high.
Implementation of The Analytical Hierarchy Process (AHP) Method for The Selection of Achieving Students at Universitas Nahdlatul Ulama Sunan Giri M. Ivan Ariful Fathoni; Dwi Nurul Hidayati; Anisa Fitri
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 6 No. 2 (2022)
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/numerical.v6i2.2766

Abstract

Universitas Nahdlatul Ulama Sunan Giri (UNUGIRI) has many students who have achievements. The number of outstanding students is a problem in determining the decision-making of outstanding students. One of the effective decision-making methods for solving problems in selecting outstanding students is the Analytical Hierarchy Process (AHP) method. The AHP method in this study considers four criteria: Grade Point Average, Writing Paper, Achievement (Non-Academic), and SPEKMA points. Out of 73 UNUGIRI students who had achievements, a ranking was carried out into ten alternative students. The results of calculating ten alternatives based on four criteria with the AHP method obtained the highest score of 0.1437 for students with the name PWA. Based on these results, PWA can be designated as outstanding students for the 2021/2022 academic year.
Kemampuan Berpikir Kritis Siswa Dalam Menyelesaikan Masalah Matematika Ditinjau Dari Gaya Kognitif Reflective Dan Impulsive Ariyul Mufida; Anisa Fitri; Ismanto -
RANGE: Jurnal Pendidikan Matematika Vol. 4 No. 2 (2023): RANGE Januari 2023
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v4i2.3622

Abstract

Kemampuan pemecahan masalah reflective dan impulsive siswa dibandingkan dalam penelitian ini. Dalam penelitian ini, peneliti mengandalkan pendekatan kualitatif yang terutama bersifat deskriptif. Pengambilan data dilakukan di MTs N 1 Bojonegoro kelas VII G. Metode pengumpulan data meliputi Matching Familiar Figures Test (MFFT), tes berpikir kritis matematika, dan wawancara. Mereduksi data, menyajikan data, dan menarik kesimpulan adalah tiga langkah utama dalam analisis data. Metode untuk menentukan reliabilitas data meliputi peningkatan persistensi, triangulasi, verifikasi rekan melalui diskusi, dan analisis kasus negatif. Peneliti menemukan bahwa mereka yang memiliki gaya kognitif reflective memenuhi keenam indikator berpikir kritis FRISCO saat menyelesaikan soal matematika (Focus, Reason, Inference, Situation, Clarity, dan Overview). Satu subjek dengan gaya kognitif impulsive pada matematika tidak memenuhi semua indikator berpikir kritis, sedangkan subjek lain dengan gaya kognitif yang sama hanya dapat memenuhi indikator berpikir kritis Focus
DEVELOPMENT OF “X-MATH” GAME-BASED LEARNING MEDIA TO INCREASE STUDENT’S MATHEMATICS LEARNING INTEREST Eka Maya Septianing; M. Ivan Ariful Fathoni; Anisa Fitri
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.8700

Abstract

The decline in students' interest in learning mathematics due to the lack of variety in teaching media used in learning results in low student learning outcomes. One of these problems occurred in class VIII students at SMP Negeri 2 Bojonegoro. There are still educators who only focus on books when learning. Besides, educators who deliver material, especially Cartesian coordinates, only use a whiteboard. The use of this media is certainly not optimal if implemented in continuous learning because apart from spending a lot of time just drawing, it also results in monotonous and boring classes. Therefore, this research aims to develop X-MATH learning media, which is the application of game-based learning to class VIII Cartesian coordinate material that meets valid and practical criteria to increase students' interest in learning. This research uses the Borg and Gall model, which only carries out seven of the ten stages of the development procedure. The research results show that material expert validation results obtained a percentage of 95%, while media validation results obtained a percentage of 91.6%. Both results meet the level of validity, namely very valid and suitable for use. Besides that, based on field trials conducted with mathematics educator respondents and students, the average score percentage was 83.3%, so the media was categorized as quite practical. Based on the results of this research, the game-based X-MATH learning media developed is very valid and quite practical to use in learning Cartesian coordinates. Turunnya minat belajar matematika peserta didik yang disebabkan kurang bervariasinya media ajar yang digunakan dalam pembelajaran mengakibatkan rendahnya hasil belajar peserta didik. Permasalahan ini terjadi salah satunya pada peserta didik kelas VIII SMP Negeri 2 Bojonegoro. Masih dijumpai pendidik yang hanya terfokus pada buku saat pembelajaran. Selain itu, pendidik dalam penyampaian materi khususnya koordinat kartesius bahan ajar yang digunakan hanya papan tulis. Penggunaan media tersebut tentu kurang optimal jika dimplementasikan dalam pembelajaran berkelanjutan karena selain menghabiskan banyak waktu hanya untuk menggambar juga mengakibatkan kelas monoton dan membosankan. Sebab itu, tujuan dari penelitian ini adalah mengembangkan media pembelajaran X-MATH yang merupakan penerapan dari pembelajaran berbasis game pada materi koordinat kartesius kelas VIII yang memenuhi kriteria valid dan praktis guna meningkatkan minat belajar peserta didik. Penelitian ini merupakan penelitian pengembangan menggunakan model Borg and Gall yang hanya melaksanakan tujuh dari sepuluh tahapan prosedur pengembangan. Hasil penelitian menunjukkan bahwa hasil validasi ahli materi memperoleh persentase sebesar 95%, sedangkan hasil validasi media memperoleh persentase sebesar 91,6%. Kedua hasil tersebut memenuhi tingkat validitas yaitu sangat valid dan dapat digunakan. Selain itu, berdasarkan uji coba lapangan yang dilakukan dengan responden pendidik matematika dan peserta didik menghasilkan persentase skor rata-rata sebesar 83,3% sehingga media dikategorikan cukup praktis. Berdasarkan hasil penelitian tersebut maka media pembelajaran X-MATH berbasis game yang dikembangkan sangat valid dan cukup praktis digunakan dalam pembelajaran koordinat kartesius.