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Pengembangan Media Pembelajaran Matematika Berbasis Web Pada Materi Barisan Dan Deret Setyadi, Danang; Qohar, Abd
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 8, No 1 (2017): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v8i1.5964

Abstract

The objective of this study is to develop a web-based learning media in sequence and series. This kind of research was a research and development (R & D) study. The steps in developing this media consist of analysis of the products developed, developing initial products, and product trial. The result showed that web-based learning media valid.Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis web pada materi barisan dan deret. Penelitian ini adalah penelitian pengembangan. Prosedur dalam penelitian ini terdiri dari analisis produk yang dikembangkan, mengembangkan produk awal, dan uji coba produk. Hasil menunjukkan bahwa media pembelajaran berbasis web yang dikembangkan valid.
Proses Metakognisi Mahasiswa Dalam Memecahkan Masalah Matematika Setyadi, Danang
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 9, No 1 (2018): Kreano, Jurnal Matematika Kreatif-Inovatif 9(1)
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v9i1.13505

Abstract

Kesadaran siswa tentang proses berpikirnya sendiri sangat penting dalam pemecahan masalah. Penelitian ini merupakan penelitian studi kasus yang bertujuan untuk mendeskripsikan proses metakognisi siswa dalam memecahkan masalah matematika. Pemilihan subjek didasaran pada keunikan subjek dalam menyelesaiakan masalah dan adanya gejala selalu memikirkan kembali apa yang dipikirkannya. Hasil penelitian menunjukkan bahwa proses metakognisi yang dialami subjek terdiri dari metacognitive awareness, metacognitive evaluation, dan metacognitive regulation. Students awareness of his own thinking process is important in problem solving. This study is a case study research that aims to describe the process of metacognition of students in solving mathematical problems. Subject was selected based on the uniqueness of the subject in solving the problem and the symptoms taht are always rethinking what he thinks. The results showed that the metacognition process experienced by the subject consists of metacognitive awareness, metacognitive evaluation, and metacognitive regulation.
Description of Junior High School Students in Generlizing Patterns Based on Semiotic Perspective Dewi, Pradnya Paramita; Setyadi, Danang; Mampouw, Helti Lygia
International Journal of Active Learning Vol 2, No 2 (2017): October 2017
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1003.368 KB) | DOI: 10.15294/ijal.v2i2.10808

Abstract

Generalization is a reasoning in making conclusions that contain symbolism and are general. Semiotics have an important role in the process of generalization, in which generalize the pattern not only seen from the work of students but based on the process of students in understanding and making things. This paper aims to describe how junior high school students generalize patterns based on semiotic perspectives. The type of this research is descriptive qualitative in which data obtained by test, interview and observation. The subjects consist of 3 students of grade VIII junior high school students of 1 high, moderate, and low mathematics students. The findings of this research are at the factual stage the three subjects have the same gesture and word. But in the contextual phase each subject has a different way or step of work in accordance with the understanding possessed by each subject and the last stage of the symbolization of the three subjects can create the same formula. This paper is expected to be used as a reference for teachers to understand the ability of students in the generalization process.
Pengembangan Board Game “Zathura Mathematics” Pada Materi Bilangan Berpangkat dan Bentuk Akar Wahyuningsih, Dewi; Setyadi, Danang
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 11, No 1 (2020): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v11i1.22493

Abstract

Motivasi merupakan aspek kunci pada pencapaian prestasi, belajar akan lebih ulet, mempelajari dan menguasai materi demi tujuan yang ingin dicapai. Penelitian ini bertujuan untuk mengembangkan Board Game Zathura Mathematics pada materi berpangkan dan bentuk akar. Penelitian ini termasuk dalam pengembangan atau Research and Development (R&D) melalui 5 tahapan :  Analysis (menganalisis), Design (mendesain), Development (mengembangkan), Implementation (melaksanakan), dan Evaluation (mengevaluasi). Media valid dari segi materi dan media pembelajaran dengan persentase 88% dan 87% dari kedua kategori tersebut masuk dalam kategori sangat baik untuk materi maupun media pembelajaran. Nilai praktis pada media ini sebesar 100% termasuk dalam kategori sangat baik. Board Game Zathura Mathematics valid dan praktis sebagai media pembelajaran materi Bilangan Berpangkat dan Bentuk Akar pada peserta didik kelas IX.Motivation is a key aspect of achievement, learning will be more tenacious, learn and master the material for the objectives to be achieved. This study aims to develop the Zathura Mathematics Board Game on trunk material and root shapes. This research is included in the development or Research and Development (R&D) through 5 stages: Analysis (analyzing), Design (designing), Development (developing), Implementation (implementing), and Evaluation (evaluating). Media is valid in terms of material and learning media with a percentage of 88% and 87% of the two categories included in the excellent category for the material and learning media. The practical value of this media is 100% included in the excellent category. Zathura Mathematics Board Game is valid and practical as learning media for Rank Numbers and Root Shapes in grade IX students.
Pengembangan Media Pembelajaran Matematika Berbasis Macromedia Flash Materi Luas dan Keliling untuk Meningkatkan Motivasi Belajar Siswa Krisma Widi Wardani; Danang Setyadi
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 10 No 1 (2020)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1188.9 KB) | DOI: 10.24246/j.js.2020.v10.i1.p73-84

Abstract

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.
PENGEMBANGAN MOBILE LEARNING BERBASIS ANDROID SEBAGAI SARANA BERLATIH MENGERJAKAN SOAL MATEMATIKA Danang Setyadi
Satya Widya Vol 33 No 2 (2017)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (711.12 KB) | DOI: 10.24246/j.sw.2017.v33.i2.p87-92

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Penelitian ini bertujuan untuk mengembangkan mobile learning berupa game quiz berbasis android pada materi barisan dan deret. Penelitian ini adalah penelitian pengembangan. Prosedur dalam penelitian ini terdiri dari analisis produk yang dikembangkan, mengembangkan produk awal, dan uji coba produk. Hasil penelitian menunjukkan bahwa game quiz berbasis android yang dikembangkan valid.
LESSON STUDY DALAM PRAKTIK PENGALAMAN LAPANGAN MATAKULIAH MATEMATIKA DASAR 3 S1 PENDIDIKAN MATEMATIKA UNIVERSITAS NEGERI MALANG Danang Setyadi
Satya Widya Vol 35 No 1 (2019)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (157.96 KB) | DOI: 10.24246/j.sw.2019.v35.i1.p16-21

Abstract

Penelitian ini merupakan penelitian kualitatif yang bertujuan untuk mendeskripsikan proses pelaksanaan praktik pengalaman lapangan dengan menggunakan lesson study yang telah dilakukan peneliti. Lesson study diterapkan pada matakuliah Matematika Dasar 3 di S1 Pendidikan Matematika FMIPA Universitas Negeri Malang dengan subjek berjumlah 40 mahasiswa. Lesson study yang diterapkan terdiri dari tiga tahapan, yaitu perencanaan (plan), pelaksanaan (do), dan refleksi (see). Temuan penelitian menunjukkan bahwa mahasiswa mengalami kesulitan dalam menentukan alasan (reason) dari langkah atau pernyataan yang telah ia tuliskan dan mengalami kesulitan dalam membedakan penggunaan definition atau reverse definition.
Representasi Matematis Siswa dalam Memecahkan Masalah Matematika Materi Poligon Erizca Deswantari; Danang Setyadi; Helti Lygia Mampouw
Jurnal Pendidikan Matematika Raflesia Vol 5, No 1 (2020)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.123 KB) | DOI: 10.33369/jpmr.v5i1.10661

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Proses pemecahan masalah operasi aljabar oleh siswa SMP berdasarkan tahapan IDEAL ditinjau dari kemampuan matematika Ardiani Rahma Putri; Danang Setyadi; Helti Lygia Mampouw
Math Didactic: Jurnal Pendidikan Matematika Vol 4 No 3 (2018): September - Desember 2018
Publisher : STKIP PGRI Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33654/math.v4i3.112

Abstract

This research aims to describe the problem solving process of algebraic operations by junior high school students is based on IDEAL stages in terms of mathematical abilities. The type of this research is descriptive qualitative. The main instrument in this study is the researchers themselves, assisted problem solving test and interview guides. Data analyzed is problem solving procces based on the five IDEAL stages, namely identify problem, define the problem, explore alternative approaches, acting on a plan, and looking the effects. The selected subject is three students in grade VIII in SMP N 1 Salatiga. The result showed that in subjects with high mathematical abilities capable to finish these five stages, subjects with moderate mathematical abilities are only able to finish the five stages in open questions type 1 and can not finish the stages of reviewing open questions type 2 and closed questions. In subjects with low mathematical abilities only finish the four stages in open questions type 1 and closed questions, and three stages in open questions 2.
Pengembangan Komik Petualangan Zahlen Sebagai Media Pembelajaran Matematika Pada Materi Bangun Ruang Sisi Datar Pernando Cahyo Putro; Danang Setyadi
Mosharafa: Jurnal Pendidikan Matematika Vol 11, No 1 (2022)
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (884.716 KB) | DOI: 10.31980/mosharafa.v11i1.1041

Abstract

AbstrakMateri bangun ruang sisi datar berkaitan erat dengan kehidupan sehari-hari, tetapi masih terdapat siswa yang kesulitan karena kurang memahami konsepnya. Dibutuhkan media yang dapat memvisualisasikan konsep bangun ruang sisi datar. Penelitian bertujuan mengembangakan media pembelajaran berupa komik Petualangan Zahlen yang valid, praktis dan efektif untuk peningkatan hasil belajar. Jenis penelitian adalah penelitian pengembangan dengan menggunakan model pengembangan ADDIE. Subjek penelitian adalah peserta didik kelas VIII SMP sebanyak 10 peserta didik. Teknik pengumpulan data dengan menggunakan angket daftar isian dan tes untuk menguji kevalidan, kepraktisan dan keefektifan. Hasil uji kevalidan menunjukkan persentase sebesar 90,14% (lebih dari 90%) yang artinya sangat Valid dan persentase kepraktisan sebesar 96,2% (lebih dari 90%) yang artinya sangat praktis, sedangkan pengujian paired t-test memperoleh perbedaan yang signifikan antara nilai pretest dan posttest. Sehingga disimpulkan bahwa komik Petualangan Zahlen sudah valid, praktis, dan efektif untuk digunakan.   The Development of Zahlen's Adventure Comics as A Mathematics Learning Media on The Polyhedron AbstractThe subject of Polyhedron is often used in everyday life, but there are still students that had some difficulties understanding it due to the lack of understanding of the concept. We need a media that can visualize the concept of Polyhedron. This research aims to develop a learning media in the form of the “Petualangan Zahlen” Comic that is valid, practical, and effective in improving students' learning results. The type of study is research development using the development model of ADDIE. The subject is 10 students of 8th-grade junior high school. Data collection techniques used are questionnaires and tests to examine the validity, practicality, and effectiveness. The validity test results obtained the percentage of 90,14% (more than 90%) which was Valid and the percentage of practicality amounted to 96.2% (more than 90%), which indicates its practicality, whereas t-test paired testing obtained a significant difference between the pre-test and post-test. It is concluded that Zahlen's Adventure Comic is valid, practical, and effective to be used.