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PROFIL PEMECAHAN MASALAH ETNOMATEMATIKA PADA MATERI GEOMETRI BAGI SISWA BERKEMAMPUAN MATEMATIKA TINGGI Mini Tika Selviani; Rasiman Rasiman; Agnita Siska Pramasdyahsari
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 3 No 2 (2021): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Program Studi Pendidikan Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v3i2.1269

Abstract

Penelitian ini bertujuan untuk mengetahui profil pemecahan masalah etnomatematika pada materi geometri ditinjau dari kemampuan matematika siswa. Jenis penelitian ini merupakan penelitian kualitatif deskriptif. Subjek yang di ambil adalah 3 siswa kelas VIII di SMP Purnama 3 Semarang semester genap tahun ajaran 2020/2021 yang masing – masing mempunyai kemampuan matematika tingi, kemampuan matematika sedang, dan kemampuan matematika rendah. Pengumpulan data yang dilakukan yaitu dengan tes kemampuan matematika, tes pemecahan masalah etnomatematia, dan wawancara. Teknik analisis data dilakukan dengan 3 tahapan yaitu reduksi data, penyajian data, penarikan kesimpulan. Keabsahan data menggunakan triangulasi metode yaitu membandingkan hasil tes pemecahan masalah etnomatematika dengan hasil wawancara. Analisis dikembangkan berdasarkan indikator kemampuan pemecahan masalah dengan memperhatikan kemampuan matematika siswa. Berdasarkan hasil analisis, etnomatematika dapat meningkatkan kemampuan matematika yang berdampak pada meningkatnya kemampuan pemecahan masalah yang dimiliki siswa. Hal ini dibuktikan bahwa subjek dengan kemampuan matematika tinggi juga memiliki kemampuan pemecahan masalah etnomatematika tinggi.
THE EFFECTIVENESS OF PROBLEM BASED LEARNING (PBL) AND PROJECT BASED LEARNING (PjBL) ASSISTED KAHOOT LEARNING MODELS ON STUDENT LEARNING OUTCOMES Zam Inayah; Achmad Buchori; Agnita Siska Pramasdyahsari
International Journal of Research in Education Vol 1, No 2 (2021): Issued in July 2021
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/ijre.v1i2.8630

Abstract

The purpose of this study was to determine the effectiveness of problem based learning (PBL) and Project Based Learning (PjBL) models with the help of Kahoot media on student learning outcomes. The sampling technique used was cluster random sampling. Three classes were obtained, namely X ELIN as the experimental class 1, X RPL 2 as the experimental class 2, and X RPL 2 as the control class. Data collection techniques using observation, tests and documentation. The results showed (1) there were differences in student learning outcomes who received the Kahoot-assisted problem-based learning (PBL) learning model, Kahoot-assisted Project Based Learning (PjBL) and conventional classes; (2) the learning outcomes of students who received the problem based learning (PBL) learning model with the help of kahoot were better than the class that received the conventional learning model; (3) the learning outcomes of students who received the project-based learning (PjBL) assisted kahoot learning model were better than the class that received the conventional learning model; (4) the learning outcomes of students who get the Problem Based Learning (PBL) learning model with the help of kahoot and Project Based Learning (PjBL) with the help of kahoot achieve mastery individually and classically. Based on decision making through significant values, it turns out that  >  ie, 4.852 > 3.156, then is rejected. It can be concluded that there are differences in student learning outcomes. Judging from the average value of student learning outcomes in the experimental class I was 77.29, while the average learning outcome for the experimental class II was 77.39, and the average student learning outcome in the control class was 67.96, which means that the student learning outcomes in the control class the experiment was better than the control class students' learning outcomes.Keywords: Problem Based Learning (PBL), Project Based Learning (PjBL), Kahoot, and Learning Outcomes
KEEFEKTIFAN PEMBELAJARAN BERBASIS GAME UBUR-UBUR TERHADAP HASIL BELAJAR KOGNITIF BAHASA INDONESIA KELAS IV SEKOLAH DASAR Mala Mazida; Agnita Siska Pramasdyahsari; Fitria Miftakhul Jannah; Sumarno Sumarno
Bestari: Jurnal Pendidikan dan Kebudayaan Vol 5, No 1 (2024): April 2024
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/bjpd.v5i1.1983

Abstract

Abstract: In learning activities, teachers have never implemented jellyfish game-based learning. This research aims to assess the success of jellyfish game-based learning on cognitive learning outcomes for fourth grade elementary school. The research was carried out using quantitative methods through descriptive analysis, normality test, and T-test to analyze changes in cognitive learning outcomes for class IV elementary school before and after implementing jellyfish game-based learning. So the application of game-based learning is needed so that learning is more meaningful and the learning objectives are achieved. An important finding of this research is that the application of jellyfish game-based learning has proven successful in improving cognitive abilities. The research was carried out through pre-test and post-test, with students as subjects being class IV elementary school in the Indonesian language subject CHAPTER 2 with material on Transitive and Intransitive Sentences.Keywords: effectiveness, game-based learning, learning outcomes Abstrak: Dalam kegiatan pembelajaran, guru belum pernah mengimplementasikan pembelajaran berbasis game ubur. Penelitian ini bertujuan menilai keberhasilan pembelajaran berbasisi game ubur-ubur terhadap hasil belajar kognitif kelas IV SD. Penelitian yang dilakukan dengan metode kuantitatif melalui analisis deskriptif, uji normalitas, dan uji-T untuk menganalisis perubahan dalam hasil belajar kognitif kelas IV SD sebelum dan sesudah pelaksanaan pembelajaran berbasis game ubur-ubur. Sehingga penerapan pembelajaran berbasis game diperlukan supaya  pembelajaran lebih bermakna dan tercapai tujuan pembelajarannya. Temuan penting penelitian ini yaitu penerapan pembelajaran berbasis game ubur-ubur terbukti berhasil dalam meningkatkan kemampuan kognitif. Penelitian yang dilakukan melalui pre-test dan post-test, dengan peserta didik menjadi subjeknya adalah kelas IV SD pada mapel Bahasa Indonesia BAB 2 dengan materi Kalimat Transitif dan Intransitif.Kata Kunci: keefektifan, pembelajaran berbasis game, hasil belajar
Pelatihan Pemanfaatan Limbah Rumah Tangga untuk Penanaman Sayuran dan Mikroorganisme Lokal (Mol) sebagai Ketahanan Pangan Keluarga Rini, Aditya; Anis Widyastuti; Devi Laely Wahyu Utami; Eryna Yulianaristin; Ilham Esa Tiffani; Mala Mazida; Nofia Sholihatuzzahroh; Rida Khoirin Nisa; Siti Ita Rahmawati; Vika Lailatul Izzah; Agnita Siska Pramasdyahsari
Journal of Social Empowerment Vol. 9 No. 1 (2024): Journal of Social Empowerment
Publisher : LPPM STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/JSE.2024.9.1.2

Abstract

The aim of this community service is to encourage people to use household waste to plant vegetables and local microorganisms for food security for families and communities and to make planting media in the form of pots. The method of service is the community service method. The approach to implementing this service is asset or resource-based community empowerment. Data collection techniques use documentation, questionnaires and focus group discussions. Data analysis in this service is qualitative descriptive data analysis. The result of this service is that activities are carried out in three stages, namely the first is socialization related to the use of unused materials to make something useful, namely socialization on the manufacture and use of local microorganisms and making pots, the second is training in making and the third is monitoring and also evaluation. The activity was carried out by making planting media in the form of pots with gallons and used aqua bottles, then continuing with making fertilizer using stale rice, namely local microorganisms (MOL), then continuing with planting vegetables.
Efektivitas Model Problem Based Learning Pada Hasil Belajar IPA Materi Sifat – Sifat Magnet Siswa Kelas VI SDN Pandeanlamper 01 Kota Semarang Novayati, Novayati; Agnita Siska Pramasdyahsari; Aries Tika Damayani; Kanti Kartika Sari
BADA'A: Jurnal Ilmiah Pendidikan Dasar Vol. 5 No. 1 (2023)
Publisher : Fakultas Tarbiah Institut Agama Islam (IAI) Hamzanwadi Pancor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37216/badaa.v5i1.945

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas model problem based learning pada hasil belajar IPA materi sifat-sifat magnet kelas VI yang berdasar pada kurangnya variasi penggunaan model pembelajaran oleh guru. Penelitian ini menggunakan metode kuantitatif jenis eksperimen dengan desain one group pretest-posttest. Subjek penelitian ini adalah 32 peserta didik kelas VI di SDN Pandeanlamper 01. Hasil penelitian menunjukkan bahwa model problem based learning efektif pada hasil belajar IPA kelas VI yang didukung dengan hasil uji paired sample t-test, perolehan n-gain score, serta hasil angket tanggapan peserta didik. Hasil uji paired sample t-test diperoleh nilai signifikansi (sig.) 0,000 atau nilai sig. < 0,05 (Ha diterima) yang berarti terdapat perbedaan rata – rata antara nilai pretest dan posttest. Selanjutnya diperoleh n-gain score sebesar 0,52 dengan kategori sedang. Selain itu, penggunaan model problem based learning pada pembelajaran IPA mendapatkan respon yang positif dari peserta didik kelas VI SDN Pandeanlamper 01 dengan perolehan rata-rata presentase sebesar 92% atau sangat baik.
Pendampingan Simulasi Math Playground sebagai Teknologi Pembelajaran untuk Meningkatkan Kemampuan Literasi Matematika Ukima Nusuki; Agnita Siska Pramasdyahsari; Velma, Fidela Kama Mifta; Febriansyah, Muhammad Aldo
Journal of Social Empowerment Vol. 8 No. 2 (2023): Journal of Social Empowerment
Publisher : LPPM STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/sjes.2023.8.2.1

Abstract

Pemanfaatan teknologi pembelajaran sebagai progam peningkatkan kemampuan kecakapan teknologi yang sudah dicanangkan bersamaan dengan program kampus mengajar dimana dilaksanakan di SMP Negeri 3 Guntur. Tujuan dari pengabdian ini untuk meningkatkan kemampuan literasi matematis siswa di SMP Negeri 3 Guntur yang mana masih rendah. Kegiatan ini mencakup beberapa tahap, yaitu pengenalan program kepada sekolah, sosialisasi program kepada siswa, implementasi program kepada siswa, dan penilaian terhadap kemampuan literasi matematis siswa. Metode yang diimplementasikan adalah deskriptif kualitatif dengan observasi. Hasil dari pengabdian ini menunjukkan adanya peningkatan kemampuan literasi matematis siswa setelah menggunakan teknologi pembelajaran dan Math Playground. Sebanyak 80% siswa dapat menerima materi dengan baik dan dapat menyelesaiakn soal yang memuat infikator literasi matematis dengan sangat baik. Di sisi lain, siswa mendapatkan dampak dalam bidang teknologi pembelajaran, yaitu siswa dapat menggunakan dan mengoperasikan teknologi pembelajaran yang terkhusus gawai dan laptop, yang mana hal ini selaras dengan program yang telah dicanangkan oleh pemerintah dalam kegiatan kampus mengajar.
Enhancing Students' Critical Thinking in Algebra through STEAM-Based Flood Simulation and Mitigation Projects Alfirda, Egidia; Agnita Siska Pramasdyahsari; Rina Dwi Setyawati; Dahal, Niroj
RANGE: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2025): Range Juli 2025
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v7i1.9671

Abstract

Flooding is a recurring environmental issue in various regions of Indonesia, posing significant threats to both the natural environment and community welfare. At the same time, Indonesian students continue to show low performance in international assessments such as TIMSS and PISA, particularly in critical thinking and problem-solving competencies. These dual challenges highlight the urgent need for innovative educational approaches that not only address academic deficiencies but also connect students to real-world problems. In response to this, the study explores the integration of Science, Technology, Engineering, Arts, and Mathematics (STEAM) within a Project-Based Learning (PjBL) framework—specifically applied to algebra content related to flood mitigation. The research employed an experimental design with a quantitative approach, involving control and experimental student groups to examine the impact of the STEAM-based intervention on critical thinking skills. Results indicated that students in the experimental group significantly outperformed those in the control group in post-test scores. These findings suggest that STEAM mitigation project-based learning is effective in enhancing students' critical thinking abilities. It not only prepares learners to tackle complex, real-world issues but also underscores the importance of contextual and innovative pedagogy in 21st-century education. The implication is clear: adopting contextualized, interdisciplinary learning models can be a strategic solution to enhance educational quality and improve student readiness in addressing global and local challenges.