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All Journal JURNAL DERIVAT: JURNAL MATEMATIKA DAN PENDIDIKAN MATEMATIKA Kontinu: Jurnal Penelitian Didaktik Matematika JIPM (Jurnal Ilmiah Pendidikan Matematika) Suska Journal of Mathematics Education Phenomenon : Jurnal Pendidikan MIPA Jurnal Kajian Pembelajaran Matematika Justek : Jurnal Sains Dan Teknologi JTAM (Jurnal Teori dan Aplikasi Matematika) Jurnal Basicedu QARDHUL HASAN: MEDIA PENGABDIAN KEPADA MASYARAKAT Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika JURNAL SILOGISME : Kajian Ilmu Matematika dan Pembelajarannya EDUPEDIA Jurnal Pendidikan Matematika (JPM) Jurnal Pendidikan Edutama Educatif: Journal of Education Research Journal of Mathematics Education and Science BEMAS: Jurnal Bermasyarakat Jurnal Hurriah: Jurnal Evaluasi Pendidikan dan Penelitian Kognitif: Jurnal Riset HOTS Pendidikan Matematika Journal of Advanced Sciences and Mathematics Education Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Publikasi Ilmiah Bidang Pengabdian Kepada Masyarakat (SIKEMAS) Jurnal Basicedu Jurnal Pemantik J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Room of Civil Society Development Educatif: Journal of Education Research Jurnal Edumatic : Jurnal Pendidikan Matematika GEMBIRA (Pengabdian Kepada Masyarakat) PEDAMAS (Pengabdian Kepada Masyarakat) Journal of Technology, Mathematics and Social Science Journal on Mathematics Education Jurnal Inovasi Pembelajaran Matematika (JIPM) Jurnal Penelitian Pendidikan Room of Civil Social Development ABDINE :Jurnal Pengabdian Masyarakat
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VAKSIN-Based Blended Learning in Moodle on Students’ Geometry Problem-Solving Skills Suriyah, Puput; Dewi Utami, Anita; Mayasari, Novi; Nadiya Abu Hasan, Nurul; Indriani, Ari
Phenomenon : Jurnal Pendidikan MIPA Vol. 14 No. 2 (2024): Jurnal Pendidikan MIPA
Publisher : Faculty of Science and Technology, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/phen.2024.14.2.25754

Abstract

As institutions adapt to the "new normal" era, educators are challenged to design learning experiences that remain engaging, effective, and accessible. To respond to this need, the VAKSIN (Video Animation for Online Learning Systems) approach was developed as part of a blended learning model. This study aimed to determine whether blended learning using VAKSIN in Moodle is more effective than the online learning model in improving student problem solving. The study employed a posttest-only control design on students' bisectors in a geometry course. A saturated sampling technique was used to select all population members as samples. There are 80 subjects and data collection methods, including documentation and testing. Final semester testscores are used to test the sample class's normality, homogeneity, and balance before being subjected to treatment. Hypothesis testing was conducted using a t-test. The results of the data analysis revealed that the t-value for the experimental and control groups was tcount = 3.191084707 and ttable = 1.99084707. Since tcount > ttable, the null hypothesis (H0) was rejected. Thus, it can be concluded that blended learning using VAKSINN is effective in improving students' problem-solving abilities in learning mathematics on the geometry of lines and angles.
ANALISIS KEMAMPUAN SISWA DALAM MENYELESAIKAN MASALAH MATEMATIKA PADA MATERI BANGUN RUANG KUBUS BERDASARKAN TEORI POLYA Oktavia, Jety; Safitri, Ristia Dwi; Utami, Anita Dewi
Journal of Technology, Mathematics and Social Science Vol. 1 No. 1 (2021): Desember 2021
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v1i1.2319

Abstract

Abstrak: Geometri adalah salah satu cabang ilmu matematika yang berkaitan dengan titik, garis, bentuk bidang dan ruang. Geometri yang berkaitan dengan bentuk ruang adalah materi bangun ruang, terkhusus yang akan dibahas adalah bangun ruang kubus. Dalam belajar bangun ruang kubus pasti akan menemukan suatu masalah, oleh karena itu kemampuan menyelesaikan masalah adalah suatu cara yang tepat untuk meningkatkan kualitas siswa dalam memahami materi bangun ruang kubus. Penelitian ini bertujuan untuk mengetahui bagaimana kemampuan siswa dalam menyelesaikan masalah matematika, khususnya bangun ruang kubus berdasarkan teori Polya. Penelitian ini menggunakan metode pendekatan deskriptif kualitatif. Teknik pengumpulan data yang digunakan adalah dengan tes kemampuan siswa dalam menyelesaikan masalah berupa pemberian soal dan wawancara. Berdasarkan hasil analisis diperoleh bahwa tingkat kemampuan siswa dalam menyelesaikan masalah matematika pada materi bangun ruang kubus berdasarkan teori Polya adalah “baik”. Siswa dapat menyelesaikan masalah dengan cara mengidentifikasi masalah, merencanakan penyelesaian masalah, menyelesaikan masalah, dan memeriksa kembali. Dari hasil tersebut dapat disimpulkan bahwa siswa dapat terbantu dalam menyelesaikan masalah matematika pada materi bangun ruang kubus berdasarkan teori Polya. Kata kunci: Menyelesaikan Masalah; Kubus; Teori Polya. Abstract: Geometry is a branch of mathematics that deals with points, lines, shapes and spaces. Geometry related to the shape of space is the material of building space, especially what will be discussed is the shape of a cube. In learning to build a cube, you will definitely find a problem, therefore the ability to solve problems is the right way to improve the quality of students in understanding the material for building cubes. This study aims to determine how the students' ability to solve mathematical problems, especially to build a cube based on Polya's theory. This study uses a qualitative descriptive approach. The data collection technique used is to test students' ability to solve problems in the form of giving questions and interviews. Based on the results of the analysis, it was found that the level of students' ability to solve mathematical problems in the material of building a cube based on Polya's theory was "good". Students can solve problems by identifying problems, planning problem solving, solving problems, and checking again. From these results it can be concluded that students can be helped in solving mathematical problems in the material of building a cube space based on Polya's theory. Keywords: Solve the problem; Cube; Polya's Theory
PERMASALAHAN DALAM MENGERJAKAN SOAL LOGARITMA TINGKAT SMA Nandhiyah, Eza Putri; Niswati, Umma; Utami, Anita Dewi
Journal of Technology, Mathematics and Social Science Vol. 1 No. 1 (2021): Desember 2021
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v1i1.2324

Abstract

Abstrak: Penelitian ini bertujuan untuk mencari tahu penyebab atau permasalahan yang terjadi dalam mengerjakan soal logaritma. Penelitian ini dilakukan pada siswa SMA N 1 Cepu dan SMA N 1 Soko. Teknik pengumpulan data yang digunakan adalah tes, wawancara melalui media online, dan dokumentasi. Berdasarkan hasil analisis kesalahan yang telah dilakukan dapat ditarik kesimpulan bahwa kesalahan yang dilakukan kedua siswa tersebut adalah (1) kesalahan statistik (2) kesalahan konsep dan kesalahan hitung. Permasalahan yang pertama yaitu belum faham dengan materi tersebut karena seorang guru hanya memberi tugas tanpa menjelaskan terlebih dahulu. Permasalahan yang kedua yaitu kesalahan hitung yang sering dilakukan oleh siswa, penyebab dari kesalahan tersebut adalah siswa ceroboh dalam menghitung atau kurang teliti dalam menuliskan hasil akhir.Kata kunci: Analisis Kesalahan; Matematika; LogaritmaAbstract: This study aims to find out the causes or problems that accur in working on logarithmic problems. This research was conducted on students of SMA N 1 Cepu and SMA N 1 Soko.  Data collection techniques used were tests, interview through online media, and documentation. Based on the results of the error analysis that has been done, it can be concluded that the mistakes made by the two students were (1) statistical error (2) misconceptions and miscalculations. The first  problem is that they do not understand the material because a teacher only gives assignments without explaining it first. The second problem is counting errors that are often made by students, the cause of these errors is that students are careless in calculating or not being careful in writing the final result. Keywords: Error Analysi; Mathematic; Logarithm
Efektivitas model pembelajaran blended learning berbantuan vaksin terhadap hasil belajar mahasiswa pada mata kuliah geometri Suriyah, Puput; Utami, Anita Dewi; Hasanudin, Cahyo
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 8 No 1 (2022): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v8i1.17785

Abstract

The purpose of this study was to prove whether the blended learning model assisted by VAKSIN (Video Animasi untuk Sistem Pembelajaran Online/Video Animation for Online Learning Systems) is more effective than the online learning model on student learning outcomes in the fourth semester of the Mathematics Education Study Program. The posttest only control design was carried out in the Geometry course at IKIP PGRI Bojonegoro for the 2021/2022 academic year. This study used a saturated sampling technique where all members of the population are used as samples. Data collection techniques in this study used documentation and test techniques. Test the hypothesis used t-test. The results of data analysis obtained by testing the hypothesis in the experimental class and control obtained tcount= 3,18219098 dengan ttable = 1,99084707. Karena tcount > ttable hence H0 is rejected so it can be concluded that the learning outcomes of the fourth semester students of the Mathematics Education Study Program of IKIP PGRI Bojonegoro who were subjected to VAKSIN-assisted blended learning were more effective than those who were subjected to online learning.
Fostering students’ spatial ability in learning polyhedra using augmented reality-based android 3D interactive learning media Anita Dewi Utami; Fathia Yasmin Aulia Rahma; Sinta Agustin Ningseh; Nur Ayufauziyah
Journal of Advanced Sciences and Mathematics Education Vol. 6 No. 1 (2026): Journal of Advanced Sciences and Mathematics Education
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jasme.v6i1.1233

Abstract

Background: The low level of spatial ability is one of the main factors contributing to students’ difficulty in understanding geometry, particularly polyhedra. This difficulty is evident in recognizing shapes, visualizing shape transformations and rotations of objects, understanding the relationships between parts of an object, and determining the relative positions of objects Aims: The purpose of this study is to describe the process of developing a 3D interactive learning tool based on augmented reality for an Android app, featuring polyhedra content that supports the development of valid, practical, and effective spatial ability. Methods: This research method employs the Research and Development approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Dick and Cary. Result: The results of this study show that in the needs and problem analysis phase, issues were identified through observation and interviews. The design phase included developing learning objectives, scenarios, media design, content, and assessment tools based on the analysis results. In the development stage, the initial design was transformed into a product validated by experts, achieving 78.4% from media experts and 78.8% from content experts. During implementation, the media was applied and obtained an 81.9% practicality rating and 81.25% effectiveness, indicating its effectiveness in enhancing students’ spatial ability in polyhedra material. The evaluation phase further analyzed student responses comprehensively. Conclusion: Based on this description, it can be concluded that the 3D Android application is valid, practical, and effective for use in learning.
PENGEMBANGAN MEDIA PEMBELAJARAN FLASHCARD GUNA MENUNJANG PROSES PEMBELAJARAN MODEL MAKE A MATCH UNTUK MENDUKUNG KEMAMPUAN PEMECAHAN MASALAH PESERTA DIDIK Widahyanti Widahyanti; Widahyanti Widahyanti; Anita Dewi Utami
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.13

Abstract

Abstract: Learning media has not been fully used in the learning process. In fact, learningmedia is an important component that can be used to help the learning processbecome more enjoyable, effective and efficient so that meaningful learning occurs.The development of learning media is very necessary to be able to support alearning process and support students' abilities. The aim of the research is todevelop flashcard learning media to support the make a match model learningprocess to support students' problem solving abilities. The method in this researchis research and development (Research & Development) referring to the ADDIEmodel which consists of analysis, design and development. The research subjectwas flashcard learning media in the make a match learning model in mathematicsmaterial and the test subjects were teachers and students at SMP Negeri 9 Malang.Based on the results of the data analysis obtained, it was concluded that theflashcard learning media that had been developed had a very valid category interms of the percentage of media suitability of 92.5%, validation of the material wasincluded in the very valid category with a percentage of 95%. Interviews conductedwith students also showed that students became more active, helpful andenthusiastic and supported students' problem solving abilities when flashcardmedia was used in the make a match type cooperative learning model
PENGEMBANGAN MEDIA PERMAINAN UBUR-UBUR DALAM MENUNJANG PEMBELAJARAN KOOPERATIF TIPE TGT UNTUK MENDUKUNG PEMAHAMAN KONSEP MATEMATIS PESERTA DIDIK Jami’atu Sholichati Nafisah; Jami’atu Sholichati Nafisah; Anita Dewi Utami
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i8.2024.1

Abstract

Pembelajaran matematika cenderung dianggap sulit oleh peserta didik, dengan adanya simbol-simbol sebagai pendefisian sesuatu. Sehingga seorang pendidik perlu untuk mengetahui karakteristik, dan juga kebutuhan belajar peserta didik agar dapat menentukan model pebelajaran, metode dan juga media yang akan digunakan. Dengan menggunakan media pembelajaan yang dapat menunjang pembelajaran yang interaktif bagi peserta didik akan menjadikan pembelajaran yang lebih efektif dan efisien. Dimana tujuan dari penelitian ini adalah untuk mengembangkan media permainan ubur-ubur dalam menunjang metode pembelajaran kooperatif tipe TGT (Team Games Tournament) untuk mendukung pemahaman konsep matematis peserta didik. Metode penelitian yang digunakan yaitu penelitian dan pengembangan, dengan model pengembangan ADDIE (analysis, design, development, implementation dan evaluation). Dengan penelitian yang dilakukan di SMPN 9 Malang di kelas VIII G dengan materi luas dan volume lingkaran. Berdasarkan hasil analisis yang telah dilakukan, diperoleh hasil validasi kelayakan media permainan ubur-ubur oleh ahli media dan ahli materi yaitu 87,5% dan 90,5%, sehingga hasil validasi termasuk dalam kategori sangat layak unuk digunakan. Hal tersebut didukung oleh pernyataan peserta didik ketika wawancara, bahwa media pembelajaran yang digunakan dirasa lebih memahamkan akan konsep luas dan keliling lingkaran, peserta didik juga merasa lebih bersemangat dan tertantang dengan adanya media pembelajaran yang lebih interaktif dan kompetitif, sehinggga hasil belajar yang diperoleh juga meningkat.
PENINGKATAN KOMPETENSI GURU PONDOK PESANTREN AL-MAAHIRA MELALUI PELATIHAN DEEP LEARNING APPROACH Puguh Darmawan; Anita Dewi Utami; Lita Wulandari Aeli; Barep Yohanes
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 4 No 02 (2026): APRIL 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Peningkatan kompetensi guru menjadi aspek penting dalam mendukung pembelajaran yang bermakna dan berorientasi pada pengembangan higher order thinking skills (HOTS). Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi profesional guru melalui pelatihan deep learning approach di Al Maahira International Islamic Boarding School (IIBS) Malang. Metode yang digunakan adalah pelatihan partisipatif berbasis experiential learning yang dilaksanakan melalui tiga tahapan, yaitu persiapan, pelaksanaan, dan evaluasi. Tahap pelaksanaan meliputi workshop, praktik dan pendampingan, diskusi dan refleksi, serta implementasi terbimbing. Evaluasi dilakukan melalui penilaian perangkat pembelajaran, observasi implementasi, dan angket respon peserta. Hasil kegiatan menunjukkan adanya peningkatan pemahaman guru terhadap konsep deep learning approach, peningkatan kemampuan dalam menyusun perangkat pembelajaran berbasis HOTS, serta perubahan praktik pembelajaran menuju student-centered learning. Selain itu, respon peserta menunjukkan kategori positif terhadap pelaksanaan pelatihan. Kegiatan ini berimplikasi pada peningkatan kualitas pembelajaran dan penguatan kompetensi profesional guru secara berkelanjutan.
SCENIC: INSTRUMEN EVALUASI KONTEKSTUAL BERBASIS SKENARIO UNTUK MEMPERKUAT KOMPETENSI MAHASISWA CALON GURU DALAM PROYEK STUDI KASUS Intan Sari Rufiana; Anita Dewi Utami; Muhibuddin Fadhli; Mohammad Yusuf Randy; Fina Zulfa Mustafidah; Fierda Nursitasari Amaliya; Aulia Al Tsani Izzati
EDUPEDIA Vol 10 No 1 (2026): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v10i1.3640

Abstract

The evaluation of prospective teachers’ competencies during the pre-PPL phase still relies heavily on conventional instruments that fail to authentically assess their ability to solve classroom problems. In line with recent policies requiring case study projects in the PPG program, this article reports on the development of SCENIC (Scenario-based Contextual Evaluation for Nurturing Instructional Competence), a set of contextual scenario-based evaluation instruments integrated with case study projects. The research employed an R&D approach (Borg & Gall) through needs analysis, the design of seven scenarios, expert validation, and phased pilot testing with PPG students. The results indicate competency gaps in student needs analysis, inclusive learning design, and contextual communication; expert validation rated the content as relevant and highly applicable; and pilot testing showed that SCENIC helps calibrate performance assessments and strengthens students’ readiness to tackle case study assignments and UKIN/PPL. SCENIC is recommended as an authentic evaluation framework to bridge theory and practice in elementary teacher education.
Effectiveness of Math Universe on Students' Combinatorics Understanding for Mathematics Olympiad Preparation Nur Ayufauziyah; Anita Dewi Utami; Ramdhan Fazrianto Suwarman
Jurnal Pendidikan Edutama Vol 13 No 1 (2026): January 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i1.5270

Abstract

Mathematics olympiads require higher-order thinking skills, logical reasoning, and mastery of non-routine material, one of which is combinatorics, a topic often considered difficult by students. Limitations in face-to-face coaching have encouraged the need for structured independent learning media that align with the characteristics of olympiad problems. This study aims to examine the effectiveness of the Math Universe application on students’ conceptual understanding of combinatorics in mathematics olympiads. The study employed a quantitative approach with a one-group pre-test–post-test design. The research subjects consisted of 40 students who were members of the Komunitas Pecinta Matematika (KPM). The research instrument was an olympiad-level combinatorics test administered before and after the use of the Math Universe application. Data were analyzed using a paired sample t-test. The results showed a significant difference in learning outcomes before and after the use of the Math Universe application. These findings indicate that Math Universe is effective in improving combinatorics learning outcomes through independent learning based on self-directed learning and mobile learning. This application has the potential to serve as a supporting medium for mathematics olympiad training, particularly for materials with a high level of complexity.
Co-Authors Akmalia, Yuyun Alaiya, Syekha Vivi Ali Noeruddin Anis Umi Khoirotunnisa Anis Umi Khoirutunnisa’ Ardiapramesti Dewikartika Ari Indriani Asih Asih, Asih Aulia Al Tsani Izzati Avinda Dwi Sagita Aynin Mashfufah Barep Yohanes Cahyo Hasanudin Cholis Sa’dijah Desy Rufaidah Desy Trihandayani Dian Ratna Puspananda Die Bhakti Wardoyo Putro Dyaswardani, Hapsari Eka Anggriani Erycha Arsita Devi Ety Tejo Dwi Cahyowati Eza Putri Nandhiyah Fathia Rosyida Fathia Yasmin Aulia Rahma Fierda Nursitasari Amaliya Fifi Zuhriah Fina Zulfa Mustafidah Fitrah Handayani Nurdin HAFIIZH, MOCHAMMAD Harfin Lanya, Harfin Ikram, Muhammad Imam Rofiki Imam Sujadi Imam Syahroni Intan Sari Rufiana Istiqomah, Roshydatul Jami’atu Sholichati Nafisah Jami’atu Sholichati Nafisah Jety Oktavia Junarti Laili, Rizkia Nur Leilita Anggraini Lita Wulandari Aeli Lucky Tri Oktaviana M Zainudin M. Ali Ghufron M. Zainudin Madinatur Rohmah Manunggal, Deddy Trisna Mia Nur Fadhillah Mohamad Aminudin Mohammad Yusuf Randy Muhammad Kharis Muhibuddin Fadhli Mukhtasyar Tegar Aulia Nada Salsabila Nadiya Abu Hasan, Nurul Nandhiyah, Eza Putri Nila Sandra Dewi Arini Ninda Sintyah Rachmawati Ningseh, Sinta Agustin Niswati, Umma Novi Mayasari Novi Rahmadhani Putri Noviana, Sa'in Novitasari, Herawati Nur Ayufauziyah Nur rohman Nur Rohman Nur Rohman Nuraini Sekar Farika Oktavia, Jety Oktaviana, Lucky Tri Parameswari, Pradina Puguh Darmawan Puput Suriya Puput Suriyah Putri, Novi Rahmadani Putri, Octavina Rizky Utami Qohar, Abd. R. Brillianto Putra Pratama Ramadhan Fazrianto Sawarman Ramdhan Fazrianto Suwarman Ramdhan Fazrianto Suwarman Riera, Ecin Ristia Dwi Safitri Riyadi Riyadi Rizkia Nur Laili Rosyida, Fathia Rustanto Rahardi Sa'in Noviana Safitri, Ristia Dwi Sani, Mutiara Sapti Wahyuningsih, Sapti Sa’in Noviana Setiyanik, Liyan Silvia Pratiwi Sinta Agustin Ningseh Sri Wahyuni Suriya, Puput Susiswo Tatik Retno Murniasih Tomi Listiawan Ulfa Lu’luatul Hidayah Umma Niswati Vinarahmah, Aula Rizqi Widahyanti Widahyanti Widahyanti Widahyanti Widowati Widowati Zainudin, M