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Proses Berpikir Kreatif dalam Menyelesaikan Masalah Matematika Ditinjau dari Self Efficacy Husnul Khatimah; Fatmah Fatmah
JURNAL PENDIDIKAN MIPA Vol 9 No 2 (2019): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v9i2.237

Abstract

Tujuan dari penelitian ini adalah untuk mendeskripsikan proses berpikir kreatif dalam menyelesaikan masalah ditinjau dari self efficacy. Subjek dalam penelitian ini adalah dua mahasiswa semester III STKIP Taman Siswa Bima yang memiliki kemampuan matematika tinggi. Kuesioner self efficacy dan tes kemampuan matematika peneliti gunakan untuk memilih subjek penelitian yang terdiri atas satu subjek dengan self efficacy tinggi dan satu subjek dengan self efficacy rendah tetapi keduanya memiliki kemapuan matematika yang sama. Data yang dikumpulkan dengan memberikan soal pemecahan masalah dan wawancara untuk mendapatkan data lebih lanjut tentang proses berpikir kreatif. Hasil penelitian menunjukkan bahwa siswa dengan self efficacy tinggi dan self efficacy rendah melewati setiap proses berpikir kreatif. Proses berpikr kreatif yang dilakukan oleh subjek dengan self efficacy tinggi dan self efficacy rendah berbeda dalam beberapa aspek diantaranya: tahap persiapan, perbedaan dalam memilih cara yang benar, tahap iluminasi, perbedaan dalam memberikan metode pemecahan masalah, dan tahap verifikasi. Perbedaan dalam mengalisis
Pengembangan Kreativitas Dalam Pembelajaran Matematika Melalui Model Brain Based Learning Siswa Sekolah Dasar Adi Apriadi Adiansha; Husnul Khatimah; Asriyadin Asriyadin
JURNAL PENDIDIKAN MIPA Vol 10 No 1 (2020): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v10i1.327

Abstract

Pengembangan kreativitas menjadi hal yang terpenting dalam proses pembelajaran, agar siswa belajar bagaimana menemukan jawaban yang inovatif dan belajar bagaimana melihat suatu pemecahan masalah dari berbagai sudut pandang serta dapat menyelesaikan pemecahan masalah dengan kreativitas. Tujuan penelitian yaitu untuk mengetahui pengembangan kreativitas dalam pembelajaran matematika melalui model Brain Based Learning pada siswa SD. Jenis penelitian yang digunakan metode ekperimen murni, dimana kelas Eksperimen yaitu SDN Nggembe dan Kelas Kontrol yaitu SDN Rada yang ada di Kecamatan Bolo Kabupaten Bima. Instrumen yang digunakan menggunakan kreativitas matematika yang telah dikembangkan dari penelitian sebelumnya sesuai dengan indikator-indikator pada kelancaran, keluwesan, keaslian, dan elaborasi. Pengumpulan data penelitian menggunakan soal essay dalam mengukur kreativitas matematika siswa. Hasil penelitian menunjukkan bahwa model Brain Based Learning mampu mengembangkan kreativitas yang dimilki siswa dan mendorong sisa untuk memiliki ide dan gagasan yang terbaru dalam menyelesaikan permasalahan dalam proses pembelajaran sesuai dengan pengetahuan yang dimilikinya. Sehingga penelitian ini layak untuk diteliti dan dikembangkan ke tahap penelitian berikutnya
The Expression of “Enak” (Delicious) For Food In Social Media Instagram Khusnul Khatimah; Rawinda Fitrotul Mualafina; Cut Irna Liyana
IJELR: International Journal of Education, Language, and Religion Vol 3, No 2 (2021): November
Publisher : Universitas Teuku Umar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35308/ijelr.v3i2.4511

Abstract

The purpose of this study is to describe the form of expressions “enak” (delicious) in Instagram social media and the function of using these forms. The method used is a descriptive qualitative method with data collection techniques in the form uninvolved conversation observation technique on the use of expressions “enak” on several Instagram accounts. The results obtained are (a) the form of “enak” expressions is in the form of standard expressions, religious sentences, prefixes ter- and se- in the form of slang, and hyperbolic expressions; (b) the function of using this form is to promote food products, create a contemporary impression, and provide a more concrete picture.
Pendampingan Gerakan Reading Corner di SDN Inpres Samili 2 untuk Menumbuhkan Minat dan Budaya Literasi Husnul Khatimah; Nunung Fatimah; Surya Ningsih
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2021): Bima Abdi: Jurnal Pengabdian Masyarakat, Edisi Juli - Desember 2021
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/bajpm.v1i2.67

Abstract

Perkembangan zaman yang semakin pesat membuat kegiatan membaca menjadi sangat memprihatinkan. Seperti masalah yang terjadi di SDN Inpres Samili 2 yaitu banyak siswa yang belum mempunyai kesadaran akan pentingnya membaca, tidak adanya perpustakaan serta kurangnya buku-buku sehingga siswa jarang sekali membaca di sekolah. Siswa hanya membaca buku teks pelajaran saat pembelajaran berlangsung. Sehingga kegiatan literasi menjadi hal yang tabu. Maka dari itu butuh perhatian khusus supaya dapat menumbuhkan budaya literasi di sekolah tersebut. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk menumbuhkan budaya literasi siswa SDN Inpres Samili 2 melalui pendampingan pembuatan pojok baca “reading corner”, pembiasaan membaca 15 menit sebelum pembelajaran berlangsung, menciptakan lingkungan yang kaya teks sehingga siswa terbiasa dengan membaca. Adapun tahapan pelaksanaan kegiatan pengabdian ini adalah sebagai berikut: (1) Tahap observasi lapangan, (2) Tahap sosialisasi kegiatan, (3) Tahap pendampingan. Hasil dan laporan kegiatan pengabdian ini akan diterbitkan pada media massa serta publikasi pada jurnal lokal. Kegiatan pengabdian pada masyarakat berupa pendampingan dalam pembuatan reading corner ini bertujuan untuk memberikan pengetahuan dalam meningkatkan minat dan budaya literasi di sekolah SDN Inpres Samili 2 yang berada di Desa Samili Kecamatan Woha Kabupaten Bima. Hal tersebut menunjukan bahwa keterampilan membaca Indonesia masih sangat rendah. Minat baca di SDN Inpres Samili 2 masih sangat rendah. Fakta tersebut didapatkan berdasarkan hasil obeservasi awal. Peningkatan budaya literasi dapat di mulai dari sekolahsekolah melalui buku-buku di perpustakaan. Untuk mendukung budaya literasi, maka sekolah harus memiliki sarana dan prasana yang memadai khususnya pengadaan buku di perpustakaan. Permasalahan yang ada di SDN Inpres Samili 2, tidak adanya perpustakaan serta kurangnya buku-buku sehingga siswa jarang sekali membaca di sekolah. Siswa hanya membaca buku teks pelajaran saat pembelajaran berlangsung. Sehingga kegiatan literasi menjadi hal yang tabu. Maka dari itu butuh perhatian khusus supaya dapat menumbuhkan budaya literasi di sekolah tersebut. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk menumbuhkan budaya literasi siswa SDN Inpres Samili 2 melalui pengadaan pojok baca “reading corner” , pembiasaan membaca 15 menit sebelum pembelajaran berlangsung, menciptakan lingkungan yang kaya teks, serta menata kelas yang kaya teks sehingga siswa terbiasa dengan membaca.
PENGEMBANGAN E-BOOK MATEMATIKA INTERAKTIF BERBASIS KONTEKSTUAL UNTUK SISWA SMP KELAS VIII Husnul Khatimah; Fatmah Fatmah; Suciyati Suciyati
INSPIRAMATIKA Vol 8 No 2 (2022): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, December 20
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v8i2.3699

Abstract

The purpose of this research is to describe the process and results of the development of a contextual-based interactive mathematics e-book for Grade VIII students of junior high school. This type of research is development research adopting the ADDIE development model which consists of 5 phases namely analysis, design, development, implementation and evaluation. The Analysis phase is related to conducting a needs analysis, namely an analysis of student needs and an analysis of teacher needs. The Design phase is the phase of making design specifications according to the needs analysis, in this phase the researcher makes flowcharts and storyboards. Development phase is the process of realizing the design into a product. In the Implementation or implementation phase, researchers conduct small-scale trials in the implementation phase. Then in the Evaluation phase, the researcher evaluates the implementation of the four stages in the ADDIE research model. The test subjects in this study were material experts, media experts, practitioners, and practicality tests (users). Based on the validation results of material experts that the percentage of validity is 79.69% with a high category, media experts with a percentage of 81, 94% are very high categories, and the results of practitioner validation are very high with a percentage of 90.18%. Then the practicality test with a percentage of 90.54% shows that the level of practicality of the e-book is very high. From the results obtained, it can be concluded that an interactive mathematics e-book based on contextual material on a system of two-variable linear equations (SPLDV) for Grade VIII junior high school students is valid and practical to apply to the learning process in class and outside the classroom independently.
Pengembangan LKPD Etnomatematıka Berbasıs Rme Untuk Menıngkatkan Lıterası Matematıka Sıswa Husnul Khatimah; Nunung Fatimah
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7115

Abstract

This research is research into the development of RME-based ethnomathematics LKPD to improve elementary school students' mathematical literacy skills which aims to produce ethnomathematics LKPD products using the RME approach to improve students' numeracy literacy that is valid, effective and practical. This research is development research whose product is expected to improve the mathematical literacy skills of elementary school students. This research method uses the research and development (RnD) method which is often called the development method. The development model used in this research is the ADDIE development model. The ADDIE model consists of 5 stages, namely the analysis stage, design stage, development stage, implementation stage and evaluation stage. The research results show that RME-based ethnomathematics worksheets can improve students' numeracy literacy skills with effective student activities shown by each indicator observed according to a tolerance of 10%. Student responses to the LKPD were positive and reached above 80%. And classical learning completeness was achieved with a percentage of 95%. The teacher's ability to manage learning has good criteria with an observer assessment for each indicator of at least 3.
Penerapan Media Hitung untuk Meningkatkan Hasil Belajar Matematika Pada Siswa Kelas II SDN 2 Dena Musmulyana Musmulyana; Husnul Khatimah; Suciyati Suciyati
Bima Journal of Elementary Education Vol 2 No 2 (2024): Bima Journal of Elementary Education
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/bijee.v2i2.1836

Abstract

The purpose of this study is to determine the improvement in mathematics learning outcomes of second-grade students at SDN 2 Dena through the application of Counting Board Media. This classroom action research was conducted in two cycles, each consisting of planning, action, observation, evaluation, and reflection. The subjects were 26 second-grade students, comprising 16 boys and 10 girls. Data were collected using observation sheets for teaching and learning activities and evaluation tests at the end of each cycle. Success indicators were set at a learning mastery of ≥80% and student learning activities categorized at least as active. The results showed that in Cycle I, the average student score was 84 with a mastery percentage of 78.94%, and student activity was categorized as active with scores of 70 and 75 in the first and second meetings, respectively. In Cycle II, the average score increased to 88.68 with a mastery percentage of 89.47%, and student learning activity reached the very active category with scores of 85 in both meetings. In conclusion, the application of Counting Board Media is effective in improving the mathematics learning outcomes of second-grade students at SDN 2 Dena in the 2023/2024 academic year.
Development of Traditional Hopscotch Game Learning Media Based on Ethnomathematics in Class IV 9 Sila State Elementary School Sarafiah, Siti; Khatimah, Husnul
Noumerico: Journal of Technology in Mathematics Education Vol. 1 No. 1 (2023): Noumerico, March 2023
Publisher : Universitas Islam Tribakti Lirboyo Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33367/jtme.v1i1.3538

Abstract

Mathematics is a basic subject that is taught from an early age, including two-dimensional material. The process of that material in mathematics tends to be developed through conventional teaching patterns. This makes the two-dimensional material can’t to be understood well by students and has an impact on students' low math scores. It is necessary to develop learning media in this study in the form of learning media for traditional hopscotch games based on ethnomathematics on two-dimensional geometric materials. This research is an R&D research with 4D type consisting of Define, Design, Development, and Disseminate. The instruments in this study were interviews, questionnaires, and documentation. Interviews were used to analyze teacher needs, questionnaires were used in product validation by validators, asking for student responses on small and large scale tests, and assessing teacher and student activity in learning and documentation to perpetuate research. It was found that the assessment criteria for all validators obtained very good scores with details of the learning media validator having an average score of 90.97% (very valid), the learning material validator having an average score of 99.10% (very valid), the learning problem validator has an average score of 99.16% (very valid). The small-scale test with 10 students has a classical percentage of 90.1% (very good). Meanwhile, a large-scale test with a total of 20 students obtained teacher activity having a score range of 98.68% (very valid), student activity having a score range of 90.90% (very good), student responses having an average score of 94.1% (Very good). While the results of the final evaluation of students using the two-dimensional hopscotch media obtained an average value of 83.85, the classical completeness score was 90% of the 18 students who scored ≥ 70. Thus the two-dimensional hopscotch media is feasible and very effective to use.
Analisis HOTS Geometri Pada Keterampilan Berpikir Kritis dan Numerasi Ditinjau Gaya Belajar dan Gender Diana, Nanang; Agustinasari, Agustinasari; Khatimah, Husnul; Ibnusaputra, M.; Adiansha, Adi Apriadi; Muslim, Muslim
Edumatica : Jurnal Pendidikan Matematika Vol 15 No 2 (2025): Edumatica: Jurnal Pendidikan matematika (Agustus 2025)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/edumatica.v15i2.44262

Abstract

Critical thinking and numeracy skills are important competencies for students facing challenges of the 21st century and era of industrial revolution 5.0. In mathematics learning, especially geometry, using Higher Order Thinking Skills (HOTS) questions is a strategic approach to developing these abilities. This study analyzes students' critical thinking and numeracy skills through HOTS geometry questions, reviewed by learning styles and gender. The research uses a quantitative descriptive method with a purposive sample of 26 VIII-grade students at SMP Negeri 1 Kota Bima. Results indicate that male students with visual learning styles achieved the highest scores in both skills. Visual learning styles were more effective in supporting numeracy skills, whereas auditory and kinesthetic styles supported critical thinking more effectively. ANOVA tests revealed significant differences in numeracy skills on the "making decisions" indicator by learning style (Sig. 0.047) and gender (Sig. 0.0291), and in critical thinking skills on the "inference" indicator by gender (Sig. 0.0265). In conclusion, learning styles and gender influence critical thinking and numeracy, with learning style having the more pronounced effect. Future research is needed to train students in answering HOTS questions to enhance both skills.
The Effectiveness of The Battle Math Educational Game to Improve Motivation And Numeracy Skills Of Fourth Grade Students Julaikum, Er; Khatimah, Husnul; Kurniawan, Edy
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3632-3641

Abstract

The latest results from PISA 2022 and the National Assessment show that Indonesian primary school students’ numeracy proficiency remains weak, with most exhibiting low learning motivation and lacking media to support interactive learning. This study examined the role of the Battle Math educational game in improving learning motivation and numeracy skills of fourth-grade students at SDN 71 Wenggo, Bima City. A quasi-experimental one-group pretest–posttest design was applied, involving eight students over four game-based learning sessions. Data were collected using a numeracy test and a motivation questionnaire based on the ARCS model. The Wilcoxon Signed Rank Test revealed that the mean motivation score increased significantly from 41.13 to 88.00 (p = 0.012) after the intervention. The Battle Math educational game appears to bridge the gap between what students are expected to learn and what they can meaningfully apply. Integrating such game-based media is recommended as a pragmatic and scalable approach to improving early mathematics learning, particularly in under-resourced elementary schools.