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Development Of First High School Mathematics LKPD Based On Case Method Integrated Local Culture Mandailing Tribe Prihatin Ningsih Sagala; Pristi Suhendro L; Eri Widyastuti
International Journal of Educational Research and Social Sciences (IJERSC) Vol. 3 No. 4 (2022): August 2022
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v3i4.463

Abstract

Learning is a process of interaction between students and teachers, with lesson materials, delivery methods, learning strategies and learning resources in a learning environment. The success of learning can be seen through the level of success in achieving educational goals. Education is a conscious and planned effort to create a learning atmosphere and learning process so that students actively develop their potential to have religious spiritual strength, self-control, personality, intelligence, noble character, and skills needed by themselves, society, nation and state, and have global mindset. The implementation of learning with the case method model is carried out to overcome the problems that arise as a result of the Limited Face-to-face Learning (PTMT) policy, such as less active student learning activities, low student learning responses and low student learning outcomes. Junior high school students belonging to the Generation Z category have an attitude of openness, this generation accepts various views and mindsets, causing them to easily accept diversity and differences in views. As a result, Gen Z becomes difficult to define themselves, selfidentity changes based on the factors that influence their thinking. Therefore, it is very important to restore national identity or introduce the cultural identity of the surrounding community so as not to be eroded by the development of the outside world which makes generation Z forget local culture, one of which is the Mandailing Tribe Culture in North Sumatra. The development research uses the ADDIE Model by integrating the Local Culture of the Mandailing Tribe in North Sumatra in developing the Mathematics LKPD for Grade VII Junior High Schools based on students' initial perceptions of the current condition of Generation Z. The use of the Case Method approach aims to improve students' critical thinking skills based on the cases presented in the teaching materials.
Developing an Interactive E-Book on Statistics Based on a Realistic Mathematical Approach Assisted by The SIPDA Learning Management System Prihatin Ningsih Sagala; Eri Widyastuti
International Journal on Emerging Mathematics Education IJEME, Vol. 6 No. 2, September 2022
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/ijeme.v6i2.21027

Abstract

The government policy in March 2020 regarding the application of online learning has significant changes in the learning process on campus. One of them is by changing teaching materials from textbooks to e-books, which is a must as a form of adjustment related to campus conditions that implement full online learning using LMS SIPDA. The objectives of this study are: (1) Producing an interactive e-book on basics statistics based on Realistic Mathematics assisted by the SIPDA LMS developed by using a valid and practical Kvisoft Flipbook Maker (2) To determine the effectiveness of the e-book Basics of Statistics in improving student problem-solving abilities. This type of research is Research and Development with the ADDIE development model, namely analysis, design, development, implementation, and evaluation. E-book development using the Kvisoft Flipbook Maker Application. The results of the e-book development at the needs analysis stage showed that 85% of students needed integrated learning media. SIPDA integrated e-books can increase student attendance and activities by 60%. At the product design stage, the e-book in the form of a word file is converted into a PDF file and then developed using Kvisoft Flipbook Maker by adding videos, images, and other files. The e-book is validated with a validity rate of 92% by material experts and 89% by media experts. The value of practicality is seen from two things, namely: (1) Questionnaire for responses from media experts and two practitioner lecturers, it was found that the e-book developed could be applied in the good category (3.92) and met the practical criteria (80%) used in the online learning era. (2) The student response questionnaire in a small group of 10 people obtained the category Good (3.96) and very practical (85%). The percentage of student response questionnaire results at the implementation stage of the SIPDA class showed a positive response of 87.6%. The effectiveness aspect is seen from the average individual learning completeness of 71.42 with classical completeness criteria obtained by 91. And the N-Gain score was 0.71 in high category.
Upaya Meningkatkan Aktivitas Dan Hasil Belajar Matematika Siswa Menggunakan Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Di SMP Negeri 14 Binjai Aziza Fauzia Nurhaliza; Prihatin Ningsih Sagala
Journal of Student Research Vol 1 No 3 (2023): Mei: Journal of Student Research
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jsr.v1i3.1223

Abstract

This Classroom Action Research aims to minimize the low activity and mathematics learning outcomes of Binjai 14 Public Middle School students in the matter of the Two-Variable Linear Equation System (SPDLV). The recipients of the action were class VIII 2 students at SMP Negeri 14 Binjai with a total of 32 students. The data collection technique for this action was carried out in a qualitative descriptive way through the cycle stages with two rounds where each round consisted of two meetings. The results of this study are increased activity and student learning outcomes by using the cooperative learning model of the Teams Games Tournament (TGT) type. From the results of the initial test data obtained 28 students (87,5%) of 32 students with an average of 50,29%. The results of data analysis in cycle I after the cooperative learning model of the Teams Games Tournament (TGT) type showed that the number of students who achieved mastery learning was 25 students (78,12%) out of 32 students with a class average of 75%. In cycle II, 28 students (87,5%) achieved a mastery level with a class average of 80,79%. There was an increase from cycle I to cycle II. Likewise with student activities while learning took place in cycle I, the number of students who had a percentage of activity ≥ 70% classically was 2 students (6.25%) of 32 students and at the end of cycle II it increased to 28 students (87,5%). The classical increase in activity from cycle I to cycle II was 30%. So this study concluded that through the TGT learning model it can increase students' activity and learning outcomes in mathematics.
Penerapan Model Problem Based Learning Berbantuan Media Geogebra Untuk Meningkatkan Kemampuan Berpikir Kreatif Matematis Siswa di MTs Citra Abdi Negoro Yuki Indayanti; Prihatin Ningsih Sagala
Journal of Student Research Vol 1 No 3 (2023): Mei: Journal of Student Research
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jsr.v1i3.1245

Abstract

This study aims to find out how to improve students' mathematical creative thinking skills after using the Problem Based Learning model assisted by Geogebra media and to find out how students' answers process in solving problems on the mathematical creative thinking ability test after applying the Problem Based Learning model assisted by Geogebra media. This type of research is Classroom Action Research (PTK) which was conducted in two cycles, the subjects in the study were class IX-3 MTs Citra Abdi Negoro, totaling 27 students. This research is said to be successful if it meets the indicators of success, namely, (1) The level of students' mathematical creative thinking ability increases with a value of ≥ 85% at least in the medium category, (2) The process of completing student answers with a value of ≥60% at least in the good category, (3) The results student and teacher observations show a good category. Based on the results of the study, the average initial ability test score of 58.10 increased to 61.34 in cycle I and 80.55 in cycle II. There was also an increase in classical completeness, in the creative thinking ability test of 8 students (29.63%) in the initial ability test increased to 12 students (44.44%) in cycle I and 25 students (92.59%) in cycle II. For the process of student answers from cycle I with an average presentation of 50 students' answer processes, 31% increased to 70.67% in cycle II. Based on the results of the study it can be concluded that the Problem Based Learning model assisted by Geogebra media can improve students' creative thinking skills.
DEVELOPMENT OF INTERACTIVE E-MODULES USING FLIP PDF PROFESSIONAL BASED ON A CONTEXTUAL APPROACH TO BUILDING FLAT SIDE SPACE MATERIALS Wando Satria Parapat; Prihatin Ningsih Sagala
Indonesian Journal of Multidisciplinary Science Vol. 1 No. 8 (2022): Indonesian Journal of Multidisciplinary Science
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2235.446 KB) | DOI: 10.55324/ijoms.v1i8.151

Abstract

The development of this learning media is carried out to produce contextual-based interactive e-modules with the help of a professional flip pdf application that meets the valid, practical, and effective categories. So that it is useful for students in improving understanding of the flat-sided geometry material, especially the cube and beam submaterial. The research instruments used were lesson plans, material validation sheets and e-module media, pretest and posttest, as well as student and teacher response questionnaires. After all instruments, lesson plans, and e-modules are in the valid category, then they are tested in small groups and in the field. The results showed that: (1) the E-Module was in the valid category in terms of material and media, namely (92.70% and 90.97%) with a very feasible category; (2) the E-Module has met the practical value of the responses of students and teachers, namely (87.05% and 87.5%) in the very practical category; (3) The E-Modul meets the criteria of being effective with the completeness of student learning outcomes reaching 90% of students who get a score of 75 and the achievement of each indicator/learning objective that exceeds 75% of the total students. Based on the analysis of the research results, the N-Gain was 0.72, so it was included in the high category providing the effectiveness of student learning outcomes.
MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS MELALUI PENDEKATAN MATEMATIKA REALISTIK DENGAN MODEL KOOPERATIF TIPE STAD Prihatin Ningsih Sagala; Yunita Eunike Maduma
REKOGNISI : Jurnal Pendidikan dan Kependidikan Vol 2 No 2 (2017)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Nahdlatul Ulama Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine whether through the application of a realistic mathematical approach with cooperative learning model of Student Teams Archievement Division type (STAD) can improve students’ mathematical problem solving skill on algebraic operation material on the eighth class of SMP Negeri 37 Medan. The type of this study is a Classroom Action Research (PTK). The subject in this research is thirty six students of VIII-5 class of SMP Negeri 37 Medan and the object of this research is the students’ mathematical problem solving skill on algebraic operation material in VIII-5 class of SMP Negeri 37 Medan academic year 2017/2018. This study is a classroom action research (PTK) consisting of two cycles, each consisting of two meetings. Before giving an action, a diagnostic test is given first and each end of cycle is given a problem-solving test. From the results of data analysis of diagnostic tests obtained by the number of students who achieve mastery learning from diagnostic tests that is eighteen from thirty six students or 50% with the average class 57.85. The result of data analysis on the first cycle after applying realistic mathematics approach with STAD type cooperative learning model shows that the number of students who reach the completeness of learning is twenty four from thirty six students or 66.67% with the average class 69.31. The result of the final data analysis of the second cycle with the same learning obtained by the number of students reached the learning completeness that is thirty one from thirty six students or 86.11% with the average class 77.92. It means that there is an improvement in the students’ problem solving skill from the first cycle to the second cycle. Based on the classical learning completeness criteria, this learning has reached the target of learning completeness. Thus it can be concluded that the application of realistic mathematical approach with STAD type cooperative learning model in the eighth grade of SMP Negeri 37 Medan can improve students’ mathematical problem solving skills.
PENERAPAN MODEL PEMBELAJARAN BERBASIS MASALAH UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF MATEMATIS SISWA Prihatin Ningsih Sagala
REKOGNISI : Jurnal Pendidikan dan Kependidikan Vol 3 No 1 (2018)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Nahdlatul Ulama Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The aim of this study were to improve the students’ mathematics creative thinking ability by appliying mathematic problem-based learning model on three variables linear equation system subject in X IPA 2 SMA Negeri 3 Pematangsiantar. The type of this research was a classroom action research. The subject of this study was the students of X IPA 2 SMA Negeri 3 Pematangsiantar that amounts of 30 students. The object of this study was the students’ mathematics creative thinking ability by appliying problem based learning model. This research was done in two cycles. Based on data analysis, the first cycle provided that 13 students (43,33%) from 30 students already achieved the success criteria (≥70). After the second action, it obtained that 23 students (76.67%) from 30 students already achieved the success criteria. Occur a rising classical completeness percentage in amount of 33,34%. Based on the classical criteria, this percentage already fulfilled. Based on the result of this research, it can be concluded that has occurred a rising of mathematics creative thinking ability in X IPA 2 SMA Negeri 3 Pematangsiantar so the applying of the problem-based learning could be used as one of the learning alternative to increase the mathematics creaitve thinking ability.
Pengembangan Media Pembelajaran Berbasis Aplikasi Lectora Inspire untuk Meningkatkan Pemahaman Matematis dalam Penerapan Problem Based Learning Ribka Sonya Rajagukguk; Prihatin Ningsih Sagala
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.5139

Abstract

Researchers created a learning medium based on the Lectora Inspire Application based on the findings of a requirements analysis throughout the learning process. The goal of this study is to make this product more legitimate, practical, and useful in boosting students' mathematical comprehension. The ADDIE (Analyze, create, Development, Implementation, and Evaluation) development paradigm was used by researchers to create this study and development. This study included 30 students from class XI Science 1 SMA Negeri 1 Simanindo. According to the research findings, the produced Lectora Inspire Application-based learning media has a high degree of validity, with an average percentage of 87.08% according to material experts and 89.61 according to media experts. Positive reactions from instructors and students were also discovered during small group and large group trials, with an average score of 92% from teachers, 94.6% from small groups, and 90.2% from big groups. This demonstrates that this medium is quite useful in the learning process. Aside from that, the outcomes of applying this interactive learning media demonstrate its efficacy. The completion rate of classical learning was 86.67%, and the efficacy questionnaire received an average percentage of 93.44%. The development in pupils' mathematical comprehension might be classified as modest. Based on the findings of this study, it is possible to conclude that the Lectora Inspire application-based learning media produced satisfied the requirements of being valid, practical, and successful in boosting students' mathematical comprehension.
Pengembangan Media Pembelajaran Matematika Menggunakan Aplikasi Smartapps Creator 3 Untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Kelas VIII SMP Negeri 1 Percut Sei Tuan Nurul Khairiyah, Rasyiqah; Ningsih Sagala, Prihatin
Science and Education Journal (SICEDU) Vol. 2 No. 3 (2023): Science and Education Journal 2023
Publisher : Faculty Of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v2i3.145

Abstract

Penelitian ini bertujuan untuk memperoleh media pembelajaran matematika yang valid, praktis, dan efektif dan dapat meningkatkan kemampuan pemecahan masalah matematis siswa. Jenis penelitian yang dilakukan adalah penelitian pengembangan menggunakan model ADDIE dimana model ini meliputi tahap analysis (analisis), design (desain), development (pengembangan), implementation (implementasi) dan evaluation (evaluasi). Sampel dari penelitian adalah 32 orang siswa kelas VIII SMP Negeri 1 Percut Sei Tuan. Instrumen yang digunakan dalam penelitan adalah angket validasi media dan materi, angket respon siswa, tes kemampuan awal pemecahan masalah matematis (pretest) dan tes kemampuan akhir pemecahan masalah matematis(posttest). Hasil dari penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah valid dengan rincian nilai rata-rata validasi media 4,63 dengan kategori sangat layak dan validasi materi dengan rata-rata nilai 4,69 dengan kategori sangat layak. Sementara nilai rata-rata kepraktisan media adalah 3,80 dengan kategori sangat praktis Aplikasi pembelajaran matematika pada materi bangun ruang sisi datar kubus dan balok yang dikembangkan sudah efektif karena telah memenuhi kriteria keefektifan yakni : (a) Tercapainya ketuntasan indikator/tujuan pembelajaran peserta didik dimana sebanyak 83,87% siswa dinyatakan tuntas dan mencapai nilai diatas kriteria ketuntasan minimum yakni 75; (b) Waktu yang digunakan tidak melebihi waktu yang pembelajaran biasa/efisien; dan (c) Respon siswa 95,05% positif.
Animated Mathematics Learning Media on guru.tesonlineku.com using Plotagon Story and Lectora Inspire Sagala, Prihatin Ningsih; Septiana, Dian; Widyastuti, Eri
Jurnal Ilmu Pendidikan Vol 30, No 1 (2024): June
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um048v30i1p29-39

Abstract

This research aims to develop animated story-learning media that helps students improve their understanding of mathematical concepts. This research uses the ADDIE development (R and D) method, which consists of analysis, design, development, implementation, and evaluation stages. The sample research subjects consisted of 6 experts, two material, media, and language validator experts each, one teacher, 5 and 147 class VII students who assessed the practicality and effectiveness of the product being developed. Data was collected through expert validation, interviews with teachers, teacher and student response tests, and tests on students. At the same time, the N-Gain test was used to evaluate media effectiveness. Expert validation results show that the criteria are very valid, with an average score of 89 percent. The teacher and student response test showed an average score of 86 percent, which shows that the animated story media is practically used for mathematics learning. The N-Gain test of 67 percent shows that students' ability to understand mathematical concepts is increasing. Therefore, using animated stories to develop skills in understanding mathematical concepts is feasible, practical, and effective
Co-Authors Afta Geosasmita Saragih Aini Wardana Anhar, Harry Al-Haridzi Arnita Piliang Aulia Saputra, Yoga Aulia, Melati Apri Ayu Lestari, Julisa Aziza Fauzia Nurhaliza Aziza Fauzia Nurhaliza Berutu, Jhosua Debora Sinaga, Debora Dhuha, Nadira Kaylana Dian Septiana DIdi Febrian Eka Finanti Simamora Eri Widyastuti Fadilla, Nia Imel Simanungkalit Lubis, Nazwa Indri Lukitaningsih Manullang, Juliana Citra Manurung, Hendra Cahyadi Marbun, Marthin Marlina Sinaga Marpaung, Faridawaty Masita, Nurul Mhd Yusuf Nasution Munthe, Tiolina Maria Nainggolan, Gustia Louisa Nasution, Nadrah Afiati Novita Sari Maria Nurcahaya Br Zandroto Nurul Khairiyah, Rasyiqah Nurul Maulida Surbakti Paskalina Sinulingga Pristi Suhendro L Pristi Suhendro L Pristi Suhendro Lukiyoto Putri Andini, Putri Putri Br Tarigan Qania Agustika Siagian Ramadhani, Fanny Rambe, Rukiyah Br Rania Andini, Cut Ribka Sonya Rajagukguk Rival Ananda Gisty Ruth Sahanaya Manik Saing, Nasib Maruli Tua Samosir, Martha Indah Sari Nababan, Natasya Saron Silaban, Gebriel Siagian, Qania Agustika Sibarani, Khoirunnisa Sihotang, Harry Marcel Wahyu Silalahi, Lisbeth Grace Luciana Simanjuntak, Rosi Ade Putri Sinaga, Sinta Marintan Sinurat, Putra Paulus Siregar, Dea Athalia Siti Khafifah F Sitindaon, David Sitorus, Grace Elicia Sitorus, Tabhita Yolanda Sovarina Yasarifa Pohan Sulaiman, Raysah Puteri Tanjung, July Yanty Tarigan, Septi Agita Turnip, Leonardo Valentino, Gembira J Wando Satria Parapat Waniza, Elva Yuki Indayanti Yuki Indayanti Yunita Eunike Maduma