Articles
EFFECTIVENESS OF E-LKPD IN IMPROVING STUDENTS' MATHEMATICAL PROBLEM SOLVING
Rani, Thitra Padma;
Sutiarso, Sugeng;
Firdaus, Rangga
EDU-MAT: Jurnal Pendidikan Matematika Vol 12, No 2 (2024)
Publisher : Universitas Lambung Mangkurat
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DOI: 10.20527/edumat.v12i2.19699
The development of digital learning media as problem-based E-LKPD has become a significant trend in the education sector. This media utilizes information and communication technology to provide students with a more interactive, interesting and relevant learning experience. Nevertheless, it is important to determine the extent of the media's contribution to improving students' mathematical problem-solving abilities. Therefore, this research aimed to determine the effectiveness of PBL-based E-LKPD on flat-sided geometric material to improve the ability to solve mathematical problems. This research is a quasi-experimental research with a pretest-posttest design. The research subjects were class VIII students at SMP Negeri 3 Banjar Baru. Class VIII A is the experimental class and class VIII C is the control class. Each class has 30 students. The research instrument is questions in the form of essays on flat-sided geometric material that includes problem solving skills. The effectiveness of E-LKPD is measured using the N-Gain test. The research results show that the effectiveness of E-LKPD is in the high category. Keywords: Aptitude for problem-solving, E-LKPD, PBL, digital learning
Dampak amaliyatu tadris terhadap kompetensi profesional alumni Pondok Modern Darussalam Gontor Kampus 4
Firdaus, Rangga;
Thoifah, Ianatut;
Yusuf, Muhammad
TA`DIBUNA Vol 13 No 5 (2024)
Publisher : LPPM Universitas Ibn Khaldun, Bogor
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DOI: 10.32832/tadibuna.v13i5.17184
This study aims to analyze the impact of implementing the amaliyatu tadris program on alumni of Pondok Modern Darussalam Gontor (PMDG) campus 4. This is based on PMDG's ability to maintain an effective teaching system for over 90 years by relying on alumni as educators without recruiting teachers from external parties. This study aims to see the impact of amaliyatu tadris on the professional competence of PMDG campus 4 alumni, as well as to understand the contribution of amaliyatu tadris to the sustainability and success of PMDG in maintaining the quality of education. The method used in this research is qualitative, with a case study approach that is expected to describe the data in accordance with the research focus to achieve the predetermined objectives. The amaliyatu tadris program has been proven to improve the professional teaching competencies of PMDG campus 4 alumni, including the ability to make teaching preparations, apply effective teaching methods, and master the material. This is reinforced by the tanqihu-l-i'dad and naqdu tadris systems that maintain the quality standards of teaching at PMDG campus 4. The program provides not only theoretical knowledge but also in-depth practical experience, ensuring graduates can face educational challenges well. AbstrakPenelitian ini bertujuan untuk menganalisis dampak pelaksanaan program amaliyatu tadris terhadap kompetensi profesional alumni Pondok Modern Darussalam Gontor (PMDG) kampus 4. Serta memahami kontribusi amaliyatu tadris terhadap keberlangsungan dan keberhasilan PMDG dalam mempertahankan kualitas pendidikan. Hal tersebut didasari oleh kemampuan PMDG dalam mempertahankan sistem pengajaran yang efektif selama lebih dari 90 tahun dengan mengandalkan alumni sebagai tenaga pendidik tanpa melakukan perekrutan dari pihak eksternal. Metode yang digunakan dalam penelitian ini adalah kualitatif dengan pendekatan studi kasus dengan harapan dapat menggambarkan data sesuai dengan fokus penelitian guna mencapai tujuan yang ditetapkan. Program amaliyatu tadris terbukti meningkatkan kompetensi profesional alumni PMDG kampus 4, termasuk kemampuan membuat persiapan mengajar, menerapkan metode pengajaran yang efektif, dan menguasai materi. Hal ini diperkuat oleh sistem tanqihu-l-i’dad dan naqdu tadris yang menjaga kualitas pengajaran di PMDG kampus 4. Selain memberikan pengetahuan teoritis, program ini juga memberikan pengalaman praktis, memastikan alumninya mampu menghadapi tantangan pendidikan dengan baik.
The Influence of Game Based Learning on Student Motivation in the Digital Era: Literature Review
Putri, Mahdatul Aini;
Herpratiwi, Herpratiwi;
Firdaus, Rangga
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA
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DOI: 10.33394/jtp.v10i1.13814
This study aims to analyze the impact of Game-Based Learning (GBL) on students' learning motivation in the digital era. The research design applied is in the form of a literature review, which collects data from various relevant national and international journals. Game-Based Learning (GBL) is an innovative teaching method that integrates game elements to create interactive, enjoyable, and effective learning experiences. The results indicated that GBL enhances intrinsic motivation among students, promotes active engagement, and develops 21st-century skills such as critical thinking, collaboration, and problem-solving. Tools such as Kahoot, Educandy, and Minecraft: Education Edition have been found to create an interactive and fun learning environment. The implementation of GBL is still hampered by issues such as the lack of technological infrastructures in schools and the lack of teacher training to integrate technology and games into the learning process in Indonesia. This study argues that overcoming these challenges will, therefore, make GBL effective in enhancing the quality of Indonesian education and in preparing children to face challenges in this digital era.
The Diffusion of Digital EdApp-Based Learning Motivation Innovation for Students' Social Science Learning Outcomes (Literature Studies)
Faunia, Nia;
Firdaus, Rangga;
Widodo, Sugeng;
Fitriawan, Helmy
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA
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DOI: 10.33394/jtp.v10i1.14166
This study aims to explore the influence of diffusion of innovations in digital-based learning motivation on learners' learning outcomes, particularly in the context of Social Studies learning using the EdApp platform. By adapting the diffusion of innovation theory developed by Everett Rogers, this research identifies effective ways to encourage technology adoption by educators and learners. The method used is Systematic Literature Review (SLR), which involves collecting and analyzing relevant articles published between 2010 and 2024. The results of the review show that the application of educational technology can improve learners' learning motivation and learning outcomes, by considering the factors that influence the adoption of technology in the learning process. This research is expected to provide insights for educators in designing a more effective and engaging digital learning system.
Implementation of E-Module Flip Pdf Higher Order Thinking Skills to Improve Geography Learning Outcomes at Senior High School Level
Novianti Sofyan, Diana;
Herpratiwi, Herpratiwi;
Firdaus, Rangga;
Nurwahidin, Muhammad
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 10, No 1 (2025): Januari
Publisher : UNDIKMA
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DOI: 10.33394/jtp.v10i1.14168
This study aims to implement e-modules based on Higher Order Thinking Skills (HOTS) in geography learning at SMA 1 Terbanggi Besar, Central Lampung. The research method used was quantitative with a mixed method approach, involving 30 respondents from class X. The results showed that the implementation of e-modules can significantly improve students' learning outcomes. The results showed that the application of e-modules can significantly improve student learning outcomes, with 29 respondents obtaining high categories in N-gain. Although there are obstacles in implementing HOTS-based learning models, the results show that the use of digital media can encourage students' critical and creative thinking skills. This study recommends the integration of e-modules in the learning process to prepare students for the challenges of the 21st century.
Innovation in Mathematics Learning Through E-Learning Ethnomathematics: Creative Thinking Skills and Learning Outcomes
Rosidin, Rosidin;
Firdaus, Rangga;
Anantanukulwong, Roseleena;
Kinda, Johanis
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 15 No. 1 (2025): Tekno-Pedagogi
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi
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DOI: 10.22437/teknopedagogi.v15i1.42218
This study aims to develop ethnomathematics-based e-learning with a touch of Lampung cultural design and analyze its influence on students’ creative thinking skills and learning outcomes in a number of materials. E-learning based on ethnomathematics was developed using the Branch development model with stages of development, implementation, and evaluation. The research sample consisted of 80 students selected through purposive sampling techniques. The data collection instrument was an essay test to measure students’ creative thinking skills and learning outcomes. The data were analyzed using an independent sample t-test statistical test with the help of SPSS 25 software. The results of the analysis showed that the t-value for creative thinking skills (14.426) and learning outcomes (13.921) were higher than the t table (1.990) at a significance level of 0.05. This indicates a significant difference between the experimental and control groups. The average increase in creative thinking skills reached 67.5%, while student learning outcomes increased by 65.0%. This e-learning enhances the originality and elaboration aspects of creative thinking and provides a learning experience that enriches mathematical knowledge through the Lampung cultural context. E-learning based on ethnomathematics with Lampung design offers innovation in digital learning that is not only adaptive to the needs of the 21st century but also supports the preservation of local culture in the educational process. This study recommends ethnomathematics-based e-learning as an alternative learning medium that effectively improves creative thinking skills and student learning outcomes while introducing Lampung culture more broadly in an academic context
Pengembangan Multimedia Interaktif untuk Meningkatkan Kemampuan Pemecahan Masalah dan Self Confidence Siswa
Azzahra, Luthfia;
Nurhanurawati, Nurhanurawati;
Firdaus, Rangga
Mandalika Mathematics and Educations Journal Vol 7 No 2 (2025): Edisi Juni
Publisher : FKIP Universitas Mataram
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DOI: 10.29303/jm.v7i2.9364
The lack of precise learning media causes students to have low problem-solving ability and Self Confidence. This research aims to produce interactive multimedia that is valid, practical, and effective in improving students’ problem-solving skills and Self Confidence. The development of this product uses ADDIE’s research procedure. The trial was conducted on linear regression material in class XI of SMA Negeri 4 Kotabumi for the 2024/2025 school year. The data collection techniques used were interviews in preliminary research, tests, and questionnaires. Data analysis techniques include validity tests, practicality tests, and effectiveness tests using t-tests and proportions tests. The development results show that interactive multimedia is categorized as valid and practical, with a material validation score of 85% and an average media score of 88%. The average response score of teachers was 94.21% and students 92.61%, so the product was declared very practical. Based on the t-test, there was a difference in post-test scores between students who used interactive multimedia and those who did not. The results of the proportion test showed that the problem-solving ability and Self Confidence of students who used interactive multimedia reached more than 60% completeness. In conclusion, interactive multimedia meets valid, practical, and effective criteria to improve students’ problem-solving skills and Self Confidence.
The Effect of Integrative Learning on Improving Understanding of Science Concepts of Grade V Elementary Students Public School 40 Negeri Katon
Firdaus, Riyadh;
Herpratiwi;
Fitriawan, Helmy;
Firdaus, Rangga
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 8 No. 5 (2024): September
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar
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DOI: 10.33578/pjr.v8i5.10012
The problem in this study is the low learning outcomes of fifth grade students of SD Negeri 40 Negeri Katon Pesaaran. The purpose of this study was to determine the effect of integrative learning on increasing the understanding of science concepts of Class V Students of Elementary School Negeri 40 Negeri Katon. The research method used in this research is Quasi Experiment can be interpreted as research that is close to experiments or pseudo experiments. This research design uses a "non-equivalent control-group design", then the two groups are both given a pre-test and post-test, but only the experimental group is given treatment in this study taken using Purposive Sampling technique. Data collection techniques using concept understanding tests, observation and documentation with data analysis using simple linear regression tests the results showed that r count 0 with N = 20 for α = 0.05 obtained r table 0.444; so that r count> r table (0>0.444). Then R square = the magnitude of the termination coefficient (carrying capacity) of the independent variable (Integrative Learning model) in predicting the magnitude of the dependent variable (understanding of the science concept of students) of 0. So it can be concluded that there is an effect of Integrative Learning on increasing the understanding of science concepts of Class V Students of State Elementary School 40 Negeri Katon in the 2023/2024 school year.
Educational Games in English Learning Class X Students Department of Electrical Engineering SMK Negeri Sukoharjo
Fu’ad Hadiyastama, Muhammad;
Yulianti, Tien;
Firdaus, Rangga
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 8 No. 2 (2024): March
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar
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DOI: 10.33578/pjr.v8i2.9849
The aim of this research is to utilize educational game learning media to help students have competence in English. Understanding English allows individuals to communicate with people from various backgrounds and cultures. 21st century skills are an integration of knowledge skills and attitudes as well as mastery of ICT development through; critical thinking skills and problem solving skills, communication skills, creativity and innovation skills, and collaboration skills. Through this method students are invited to actively participate in the learning process and train their ability to think critically. The results of the implementation of the use of educational game learning media are expected to be able to develop students' competence in English so that students are able to compete in the world of work. This research stage refers to the six steps in developing the ASSURE model. Analyze learners, State Objectives, Select Methods, Media, and Materials, Utilize Media and Materials, Learner Participation, Evaluate and Revise. Grades are divided into three categories A (Very Good), B (Good), and C (Poor). Educational games are an alternative learning media that can help students have competence in learning English.
Cooperative Learning Models and the Improvement of Mathematical Problem Solving Skills: Key Findings from a Meta-Analysis Study
Pratikta, Maulana Eka;
Caswita, Caswita;
Firdaus, Rangga
JURNAL PENDIDIKAN MATEMATIKA Vol. 9, No. 1: May 2025
Publisher : Universitas Islam Sultan Agung
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DOI: 10.30659/kontinu.9.1.57-75
Abstract. This study aims to evaluate the extent to which cooperative learning models influence the improvement of students' mathematical problem-solving skills. This research employed a meta-analysis method by analyzing 22 primary studies published in nationally accredited journals between 2018 and 2024. The selected studies, obtained through Google Scholar, involved subjects from junior high schools, senior high schools, vocational schools, and higher education. Data were analyzed using the Comprehensive Meta-Analysis (CMA) software, following procedures such as calculating effect sizes, testing for heterogeneity, selecting an appropriate estimation model, and detecting publication bias. The analysis revealed an overall effect size of 1.242, which is categorized as strong. These findings indicate that implementing cooperative learning models significantly positively impacts students' mathematical problem-solving abilities.Keywords: Cooperative Learning, Mathematical Problem-solving, Meta-analysis