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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.
EFEKTIVITAS PENDEKATAN PEMBELAJARAN MATEMATIKA REALISTIK TERHADAP KEMAMPUAN COMPUTATIONAL THINKING SISWA Kharomah, Laelatul; Fitri, Anisa; Cindarbumi, Festian
AXIOM : Jurnal Pendidikan dan Matematika Vol 12, No 2 (2023)
Publisher : Universitas Islam Negeri Sumatera Utara Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30821/axiom.v12i2.17411

Abstract

Kemampuan computational thinking merupakan salah satu keterampilan penting untuk membantu siswa dalam memahami konsep matematika. Namun kemampuan computational thinking siswa Indonesia masih rendah sehingga perlu adanya perencanaan pembelajaran yang relevan dan mampu meningkatkan kemampuan computational thinking siswa. Salah satunya dengan menerapkan pendekatan pembelajaran matematika realisik. Dengan pendekatan pembelajaran matematika realisik ini siswa akan terlibat dalam membangun sendiri konsep dan model yang dipakai melalui pemecahan masalah. Tujuan penelitian ini adalah untuk mengetahui dan mengkaji kembali kefektifan penggunaan pendekatan pembelajaran matematika realitik dalam meningkatkan kemampuan computational thinking siswa. Penelitian ini menggunakan metode eksperimen dengan pre-eksperimen pretest-posttest one group design.  Populasi yang terlibat adalah 148 siswa kelas VII SMP Negeri 4 Bojonegoro dengan sampel 28 siswa  pada kelas VII A tahun akademik 2022/2023. Teknik pengumpulan data berupa tes dan dokumentasi dengan instrumen penelitian berupa perangkat pembelajaran dan soal tes. Hasil penelitian menunjukkan bahwa pendekatan pembelajaran matematika realistik efektif meningkatkan kemampuan computational thinking. Hal tersebut didasarkan pada hasil analisis statistika deskripsif yang menunjukkan rata-rata pretest dan posttest yaitu 31,89 (kategori rendah) menjadi 74,62 (kategori sedang). Selanjutnya rata-rata peningkatan kemampuan computational thinking dengan uji Normalized Gain menunjukkan nilai 0,65 (kategori sedang). Selain itu, berdasarkan hasil analisis statistika inferensial dengan uji-t menggunakan paired sample t-test menunjukkan nilai signifikan kurang dari 0,05 (0,000 < 0,005) yang artinya terdapat perbedaan rata-rata yang signifikan sebelum dan sesudah penerapan pendekatan pembelajaran matematika realistik. Dan dari hasil perhitungan effect size sebesar 7,76 menunjukkan kategori berefek tinggi.AbstractAlthough computational thinking is an essential skill for students to comprehend mathematical concepts, Indonesian students’ computational thinking abilities remain low. Therefore, relevant learning plans are necessary to enhance their computational thinking abilities. One such plan is to apply a realistic mathematics learning approach, which involves students in constructing their own concepts and models through problem-solving. The aim of this research is to determine and review the effectiveness of using a realistic mathematics learning approach in improving students' computational thinking abilities. This study employed a pre-experimental method with a one-group pretest-posttest design. The sample consisted of 28 seventh-grade students, while the population involved 148 seventh-grade students from SMP Negeri 4 Bojonegoro during the 2022/2023 academic year. Data collection techniques, such as tests and documentation, employ research instruments in the form of learning tools and test questions. The research results indicate that the realistic mathematics learning approach is effective in enhancing computational thinking abilities. This is based on the results of descriptive statistical analysis which shows the average pretest and posttest is 31.89 (low category) to 74.62 (medium category). Furthermore, the average increase in computational thinking abilities with the Normalized Gain test shows a value of 0.65 (medium category). Apart from that, based on the results of inferential statistical analysis with a t-test using a paired sample t-test, it shows a significant value of less than 0.05 (0.000 < 0.005), which means there is a significant average difference before and after implementing the realistic mathematics learning approach, and from the calculation results the effect size is 7.76, indicating a high effect category.
A Decision Support System for Selecting Beneficiaries of the Free Nutritious Meal Program Using Fuzzy Possibilistic C-Means M. Husen Al Farisy; M. Ivan Ariful Fathoni; Anisa Fitri; Nabila Alisa Rohmah; Siti Nur Laili Zuhri
ZERO: Jurnal Sains, Matematika dan Terapan Vol 10, No 1 (2026): Zero: Jurnal Sains Matematika dan Terapan
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/zero.v10i1.28831

Abstract

The Free Nutritious Meal Program (MBG) aims to improve students’ nutritional status, but beneficiary selection is challenged by data uncertainty and overlapping criteria. This study proposes a decision support system based on the Fuzzy Possibilistic C-Means (FPCM) algorithm. The dataset consists of 200 students from Bojonegoro Regency using five indicators: nutritional status, household income, family size, participation in social assistance, and distance to school. The methodology includes data standardization, clustering using Fuzzy C-Means (FCM) and FPCM, and evaluation using Partition Coefficient, Silhouette Score, and Dunn Index. The results classify students into three groups: 52% not eligible, 18.5% moderately eligible representing borderline cases requiring further verification, and 29.5% eligible. FPCM achieves higher cluster clarity with a Partition Coefficient of 0.84 compared to 0.74 in FCM, while other evaluation metrics indicate comparable structural quality between methods. These findings indicate that FPCM provides a more interpretable and robust framework for decision-making under uncertainty.