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Implementation of National Vision Character Values Through Islamic Education Learning in Public Senior High School 1 and 11 Garut Raito Raito; Rahayu Kariadinata; Aan Hasanah; Asep Nursobah
International Journal of Social Service and Research Vol. 2 No. 5 (2022): International Journal of Social Service and Research (IJSSR)
Publisher : Ridwan Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/ijssr.v2i5.112

Abstract

This study examines the inculcation of national vision character qualities using Islamic education learning at Public Senior High School 1 and 11 Garut. This study uses a qualitative approach with analytical descriptive methods to obtain an empirical and objective picture, as well as to analyze a certain phenomenon/condition that is currently happening. Data was collected through observation, interviews, and documentation. The data analysis was carried out by means of data reduction, data presentation, drawing conclusions, and data verification. The results of this study, that: (1) the cultivation of national insight character values in Islamic education learning that is applied to the two schools is effective and optimal, because it is in line with the objectives/competencies of Islamic education learning, methods, teaching materials/materials, tools or media, and evaluation of learning, (2) the programs in the two schools are carried out through several routine programs in order to have awareness of nationalism, (3) the process of inculcating the character values of national insight in these two schools has been carried out well, this is implied by their various patterns of attitudes and behavior when turning on the environment schools, (4) the supporting and inhibiting factors of these two schools consist of internal factors and external factors, and (5) the results of inculcating the character values of national insight in Islamic education learning in these two schools are students having good attitudes and behavior or character.
DESAIN DAN PENGEMBANGAN PERANGKAT LUNAK (SOFTWARE) PEMBELAJARAN MATEMATIKA BERBASIS MULTIMEDIA Rahayu Kariadinata
Jurnal Pendidikan dan Kebudayaan Vol. 13 No. 69 (2007)
Publisher : Badan Standar, Kurikulum, dan Asesmen Pendidikan, Kemendikbudristek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpnk.v13i69.350

Abstract

Perangkat lunak (software) pembelajaran matematika dapat diartikan sebagai bahan ajar matematika yang berbasis teknologi komputer. Penggunaan bahan ajar matematika berbasis komputer sangat memungkinkan untuk mengembangkan kemampuan berpikir. Hal ini dikarenakan komputer memiliki kelebihan, diantaranya komputer memberi fasilitas bagi pengguna untuk mengulang bila  diperlukan. Salah satu bentuk teknologi komputer yang saat ini banyak digunakan dalam bidang pendidikan, adalah multimedia. Elemen-elemen yang terdapat dalam multimedia seperti gambar, grafik, warna, animasi, dan video dapat mengoptimalkan peran indera dalam menerima informasi ke dalam sistem memori. Dalam merancang perangkat lunak (software) pembelajaran matematika berbasis mul­timedia terdapat beberapa prinsip yang perlu diperhatikan diantaranya, a) sajian materi harus sesuai dengan kompetensi dasar, b) penyajian harus menarik minat siswa, sistematis, mengikuti teori­-teori belajar, menggunakan bahasa yang tepat, dan memperhatikan tingkat kematangan siswa, c) harus dilengkapi navigasi dan petunjuk penggunaannya, dan d) kualitas fisik perangkat lunak harus baik, sedangkan pada tahap pengembangan bahan ajar menggunakan model CADMAETD, yaitu concept (konsep), analysis (analisis), de­sign (desain), material collecting (pengumpulan bahan), assembly (pembuatan), evaluation (evaluasi), testing (ujicoba), dan distribu­tion (distribusi).
PROFIL TECNOLOGICAL PEDAGOGICAL AND CONTENT KNOWLEDGE MAHASISWA CALON GURU BIOLOGI sumiyati Sa’adah; Rahayu Kariadinata
Jurnal BIOEDUIN : Program Studi Pendidikan Biologi Vol 8, No 2 (2018): Bioeduin Agustus
Publisher : Department of Biology Education UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/bioeduin.v8i2.3186

Abstract

Peningkatan Kemampuan Komunikasi Matematis Siswa dengan Pembelajaran Berbasis Etnomatematika Ayu Kartika Ningsih; Rahayu Kariadinata; Ida Nuraida
Lentera: Jurnal Ilmiah Kependidikan Vol 16 No 1 (2021)
Publisher : STKIP PGRI Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.439 KB)

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan komunikasi matematis siswa yang didukung dari hasil studi pendahuluan di salah satu SMP di Bandung. Salah satu alternatif untuk membantu meningkatkan kemampuan komunikasi matematis siswa adalah dengan menerapkan metode pembelajaran berbasis etnomatematika. Tujuan penelitian ini untuk mengetahui peningkatan kemampuan komunikasi matematis siswa setelah memperoleh pembelajaran matematika dengan menggunakan metode pembelajaran berbasis etnomatematika. Metode penelitian yang digunakan adalah metode kuasi eksperimen dengan desain Nonequivalent Control Group Design. Data yang diperoleh menggunakan instrumen penelitian berupa tes dan non tes. Hasil penelitian sebagai berikut: (a) Rata-rata peningkatan kemampuan komunikasi matematis siswa (N-gain) setelah memperoleh pembelajaran matematika menggunakan pembelajaran berbasis etnomatematika adalah 0,76 dan rata-rata N-gain pada pembelajaran konvensional adalah 0,59; (b) rata-rata hasil posttest pada kelas berbasis etnomatematika dengan PAM kategori tiinggi sebesar 87,91, kategori sedang sebesar 84,15, dan kategori rendah sebesar 80,50 lebih baik dari rata-rata posttest kelas konvensional PAM kategori tinggi sebesar 74,88, kategori sedang sebesar 74,14, kategori rendah sebesar 70; (c) sikap siswa terhadap metode pembelajaran berbasis etnomatematika memberikan sikap yang positif yaitu dari rata-rata skor sikap siswa lebih besar dibandingkan dengan skor netral. Jadi dapat disimpulkan bahwa terdapat peningkatan dan perbedaan pencapaian antara kelas berbasis etnomatematika dengan kelas konvensional.
Kemampuan Berpikir Kritis melalui Metode Predict-Observe-Explain Berbantuan Aplikasi Kahoot Afra Siti Annisa Ponna; Asep Suratman; Hamdan Sugilar; Rahayu Kariadinata
Jurnal Perspektif Vol 6, No 1 (2022): Jurnal Perspektif: Volume 6 Nomor 1 Tahun 2022
Publisher : UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jp.v6i1.166

Abstract

Kemampuan berpikir kritis matematis siswa didalam pembelajaran matematika tergolong masih rendah. Dengan menggunakan Metode PTK, penelitian ini dilakukan untuk mengetahui bagaimana pembelajaran matematika menggunakan Metode POE berbantuan aplikasi kahoot untuk meningkatkan kemampuan berpikir kritis matematis siswa. Subyek penelitian ini adalah siswa kelas XI IPA 3 Salah satu SMAN di Kota Bandung. Data yang didapat dari instrumen tes kemampuan berpikir kritis matematis, lembar observasi aktivitas, lembar angket skala sikap, dan wawancara. Hasil analisis data dan pembahasan memiliki kesimpulan bahwa: gambaran aktivitas guru dan siswa yang dikategorikan sangat aktif; hasil kemampuan berpikir kritis matematis siswa sebelum menggunakan Metode POE mendapatkan rata-rata sebesar  dengan kategori rendah; hasil kemampuan berpikir kritis matematis siswa setelah menggunakan Metode POE berbantuan Aplikasi Kahoot mengalami peningkatan dari nilai rata-rata Siklus I sebesar 59,12 hingga nilai rata-rata pada Siklus II sebesar 75; gambaran sikap siswa setelah menggunakan Metode POE dengan bantuan aplikasi Kahoot yang dikategorikan cukup baik dan dapat meningkatkan kemampuan berpikir kritis matematis siswa
Blended Learning Berbasis Edmodo Pada Kemampuan Pembuktian Matematis Siswa Anggun Pertiwi; Juariah .; Rahayu Kariadinata
SANTIKA is a scientific journal of science and technology Vol. 7 No. 1 (2017): SANTIKA
Publisher : The Faculty of Science and Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jsa.v7i1.233

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pembuktian matematis siswa yang didukung dari hasil studi pendahuluan di salah satu SMP Negeri di Bandung. Penerapan blended learning melalui media Edmodo diharapkan dapat meningkatkan kemampuan pembuktian matematis siswa. Tujuan dari penelitian ini untuk mengetahui perbedaan pencapaian kemampuan pembuktian matematis siswa antara yang menggunakan model blended learning melalui media Edmodo berdasarkan tingkat PAM (tinggi, sedang, rendah) siswa. Penelitian ini menggunakan metode kuasi eksperimen.Data yang diperoleh menggunakan instrumen tes dan nontes. Berdasarkan hasil pengolahan data diperoleh: (a) Gambaran aktivitas guru dan siswa menggunakan model blended learning melalui media Edmodo mengalami peningkatan disetiap pertemuannya. (b) Terdapat perbedaan peningkatan kemampuan pembuktian matematis siswa antara yang menggunakan model blended learning melalui media Edmodo dengan model konvensional. (c) Terdapat perbedaan pencapaian kemampuan pembuktian matematis siswa antara yang menggunakan model blended learning melalui media Edmodo dengan model konvensinal berdasarkan tingkat PAM (tinggi, sedang dan rendah). (d) Siswa memberikan sikap positif terhadap pembelajaran matematika menggunakan model blended learning melalui media Edmodo. Blended learning melalui media Edmodo berimplikasi pada keaktifan guru dengan menggunakan teknologi untuk pendidikan dan kemandirian siswa dalam proses pembelajaran.
The Effectiveness of Kahoot as a Mathematics Learning Media on Learning Outcomes During the Covid-19 Pandemic Islah Nurul Fadillah; Wati Susilawati; Hamdan Sugilar; Rahayu Kariadinata
Gunung Djati Conference Series Vol. 12 (2022): Mathematics Education on Research Publication (MERP I)
Publisher : UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (322.445 KB)

Abstract

This study discusses the effectiveness of mathematics learning media on learning outcomes during the Covid-19 pandemic. The learning media during the Covid-19 pandemic discussed in this study was Kahoot. Kahoot is one of the online mathematics learning media that presents quizzes in the form of questions presented in the form of games. The problem in this research is whether Kahoot is effective as a medium for learning mathematics on learning outcomes during the Covid-19 pandemic. The research method used is qualitative with descriptive analysis techniques with literature study, where this study tries to describe existing phenomena, present or past. Based on various scientific references, most of them state that learning using Kahoot can be said to be effective. So that the use of Kahoot in the online learning process during the pandemic is effective to use. This study aims to determine the effectiveness of Kahoot as a medium for learning mathematics during the Covid-19 pandemic
Maple 13 Assisted Problem Based Teaching in Vector Calculus Course T. Tutut Widiastuti A; Rahayu Kariadinata
Jurnal Pendidikan Matematika IKIP Veteran Semarang Vol 5 No 1 (2021): Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang
Publisher : Urogram Studi Pendidikan Matematika, Universitas IVET

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1025.227 KB) | DOI: 10.31331/medivesveteran.v5i1.1366

Abstract

The purpose of this study was to obtain learning outcomes by looking at the differences between classes learning of maple 13 application assisted by problem based teaching materials with convensional learning question and answer. The method used in this research is an experimental method with random sampling. The result of thi research are: (a) validation was carried out by competent expert lecturers to assess the feasibility of calculus vector questions to obtain good and very good criteria, so the valid test items were used for research, (b) from the validation results of the test items, 5 questions were used. The research (experiment) of 8 questions was tested, (c) the normality test was carried out on the N-gain and the postest score of class A (experiment), namely the class using Maple 13 application learning assisted by problem-based teaching materials and class B (control class ) by using learning with lectures and questions and answers, obtained a class A posttest score with a sig. 0.03 <0.05 means that class A (experimental) comes from a population that is not normally distributed, then the next test is the average difference test using the Mann Whitney test, (d) the average difference test between class A (experimental), namely the class using learning Maple 13 application assisted with problem-based teaching materials and class B (control class) using learning with lectures and questions and answers obtained from the Mann Whitney test with Asymp. Sig. (2-tailed) = 0.475> 0.05 means that between class A and class B have different averages but have the same level of achievement or there is no difference for the level of achievement of the average increase. Keywords: The Maple 13 Application Assisted By Problem-Based Teaching Materials, Calculus Vector
Development of Interactive Augmented Reality Multimedia Based on Ethnomatematics Rahayu Kariadinata; Amelia Muhibatul Milah; Hamdan Sugilar
Jurnal Analisa Vol 9, No 1 (2023): Volume 9 Nomor 1 Tahun 2023
Publisher : Department of Mathematics Education, UIN Sunan Gunung Djati Bandung, West Java, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/ja.v9i1.26032

Abstract

Matematika disajikan dalam konsep yang abstrak sehingga diperlukan adanya fasilitas yang dapat memberikan kemudahan dalam memahami konsep tersebut salah satunya dapat melalui penerapan multimedia interaktif. Tujuan penelitian ini adalah mengembangkan multimedia interaktif Augmented Reality berbasis etnomatematika yang dapat digunakan pada pembelajaran materi bangun ruang sisi datar. Metode yang digunakan pada penelitian yaitu Research and Development (R&D) model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Sampel penelitian yaitu kelas VIII F di salah satu SMP di Bandung sebagai kelas uji coba produk. Instrumen yang digunakan yaitu instrumen tes dan non tes. Hasil penelitian diperoleh: 1) Hasil uji validitas memiliki kriteria sangat valid dengan rata-rata persentase total sebesar 89,51%; 2) Hasil uji praktikalitas pada skala besar dengan total persentase 81,8% kriteria sangat Practical; 3) Hasil uji efektivitas pada skala besar dengan persentase 40% pada kriteria cukup efektif. Sehingga dapat disimpulkan multimedia interaktif Augmented Reality berbasis etnomatematika layak untuk digunakan dalam pembelajaran.  Mathematics is presented in an abstract concept, so it is necessary to have facilities that can provide convenience in understanding these concepts, one of which can be through the application of interactive multimedia. The purpose of this research is to develop an interactive Augmented Reality based on ethnomathematics that can be used in learning polyhedron. The method used in this research is Research and Development (R&D) with ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research sample was 8th grade calss of junior high school in Bandung city as a product trial class. The instruments used are test and non-test instruments. The research results obtained: 1) The results of the validity test shows that the developed multimedia have a very valid criteria with total average percentage of 89.51%; 2) The results of the practicality test on a large scale with total percentage of 81.8% with very practical criteria; 3) The results of the effectiveness test on a large scale with percentage of 40% on the criterion of being quite effective. So, it can be concluded that interactive augmented eeality multimedia based on ethnomathematics is feasible to use in learning.
THE EFFECT OF LEARNING MODELS (TPS, TPSq, CONVENSIONAL) AND STUDENTS' TAHSIN ABILITY ON PAI LEARNING OUTCOMES Fitriani Fitriani; Ahsanur Rifqi; Muflihah Muflihah; Rahayu Kariadinata; Adam Malik
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 6, No 2 (2023): Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v6i2.8288

Abstract

The cooperative learning model can be supported in the PAI learning process. This study analyzed the effect of learning models (TPS, TPSq, and Conventional) and students' abilities on Islamic education learning outcomes. This research method uses a quantitative type, with the Nonequivalent Posttest_Only Control Group design, with statistical test analysis using Two Way Anova. The results of the analysis of this study indicate that there are differences in learning models (TPS, TPSq, and Conventional) and students' Tahsin abilities in PAI learning outcomes; it can be seen from the output rank that the TPS learning model is 17.65 less than the mean rank of students in the class model. Learning TPSq is 31.35 (17.65 31.35). The mean rank value of students in the TPSq learning model class is 32.35, more significant than that of students in the conventional learning model class, which is 16.65 (32.35 16.65). The mean rank value of students in the TPS learning model class is 26.96, more significant than that of students in the Conv learning model class, which is 22.04 (26.96 22.04). There are differences in Islamic education learning outcomes for class VII A and B students based on Tahsin’s ability; based on the Statistical Test results, the Sig.2-tailed is 0.000, which is more minor () than 0.05. There are differences in the learning outcomes of students in classes VII B and C based on Tahsin’s abilities; based on the results of the Test Statistics, the value of Sig.2-tailed is 0.006, this value is more minor ( ) than 0.05, and there are differences in the learning outcomes of students in class VII A and C. based on Tahsin ability, based on the results of the Statistical Test the value of Sig.2-tailed is 0.000 this value is more minor () than 0.05.