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The Effect of Intrapersonal and Interpersonal Intelligence on Mathematics Learning Motivation Yunni Arnidha; Esti Maulani
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 10 No 2 (2022)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v10i2.12234

Abstract

Learning motivation is an energy that exists within a person to do something by achieving a change in behavior which is characterized by feelings and reactions in the environment to achieve a goal to be achieved. The purpose of this study was to determine the effect of intrapersonal and interpersonal intelligence on students' motivation to learn mathematics in Pringsewu Regency. This type of research uses descriptive quantitative research, using ex post facto research methods. The population in this study were fourth grade students of SD Negeri Cluster 1, Sukoharjo District, which opened 97 students. The data collection technique is using proportional random sampling technique. Researchers took samples using the formula from Taro Yamane and Slovin so that a sample of 78 respondents was obtained. Data analysis using descriptive statistical analysis techniques, and the final analysis (hypothesis testing) using multiple regression test. The results obtained indicate that, there is a significant between intrapersonal intelligence and interpersonal intelligence on the mathematics learning motivation of students in Pringsewu Regency, this is evidenced by the value of Fcount 14,629 >Ftable 3.12, or Ho is rejected and Ha is accepted.
PENGARUH TIPE KEPRIBADIAN TERHADAP HASIL BELAJAR MATEMATIKA DENGAN INTERVENSI METODE TIME QUIZ Faza Miftakhul Farid; Yunni Arnidha; Yesi Budiarti
JANACITTA Vol. 4 No. 2 (2021)
Publisher : Universitas Ngudi Waluyo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1290.758 KB) | DOI: 10.35473/jnctt.v4i2.1160

Abstract

Personality type is a trait that every student has. Personality type will affect the learning outcomes of mathematics after intervention with themethod time quiz. This study entitled "The Influence of Students' Personality Types on Mathematics Learning Outcomes WithMethod Intervention Time Quiz" with the formulation of the problem whether the differences and comparisons of student learning outcomes based on students' personality types. This study aims to determine the differences and comparisons of student learning outcomes based on students' personality types.The research method used is a quantitative method with aresearch quasi-design experimentaltype One-Shot case study. The sample in this study was class V SD Muhammadiyah Ambarawa, totaling 24 students with a sampling technique, namely the saturated sample technique.Based on the results of the t-test analysis (Paired Sample T-Test), it is obtained that the t-count  is smaller than the t-table, namely 0.283 <1.782. So it can be concluded that there is no difference in the mathematics learning outcomes of studentspersonality extrovert withand the mathematics learning outcomes of students withpersonalities introverted who are given themethod time quiz. In this study also resulted that students who have anpersonality extroverted are higher with an average value of 6.50. The average value is greater thanberpekribadian students introvet with an average score of 6.33.
PELATIHAN PEMBUATAN VIDEO ANIMASIPEMBELAJARAN KREATIF DAN INOVATIF MEGGUNAKAN POWTOON BAGI GURU SD Yunni Arnidha; Dhimas Rinda Adi Puspito
Bagimu Negeri Vol 6, No 1 (2022)
Publisher : Universitas Muhammadiyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52657/bagimunegeri.v6i1.1719

Abstract

PELATIHAN PEMBUATAN VIDEO ANIMASI PEMBELAJARAN KREATIF DAN INOVATIF MEGGUNAKAN POWTOON BAGI GURU SD. Perkembangan teknologi yang semakin cepat dengan memunculkan pertanyaan terhadap tugas guru sebagai pengajar, masihkah guru dibutuhkan mengajar di depan kelas seorang diri, menuliskan materi di papan tulis lalu menugaskan siswa untuk menyalinnya, dan lain sebagainya. Untuk ini, guru wajib senantiasa mengembangkan potensinya secara professional sesuai dengan perkembangan teknologi terkini sehingga tugas guru sebagai pengajar masih tetap diperlukan. Guru dapat memanfaatkan teknologi sebagai sebuah media pembelajaran. Teknologi tersebut dapat mempermudah guru dalam mendeskripsikan atau mengilustrasikan materi yang sedang dipelajari oleh peserta didik. Hal tersebut akan memperjelas antara teori dengan praktik sehingga peserta didik sanggup melihat secara nyata. Selain hal tersebut, guru juga dapat memakai media pembelajaran yang berhubungan dengan teknologi untuk memperluas dan memperdalam pengetahuan untuk dirinya dan peserta didik sendiri. Media pembelajaran perlu dikembangkan dengan memanfaatkan teknologi yang didukung dengan tersedianya fasilitas yang terdapat di sekolah. Media pembelajaran dalam bentuk video adalah salah satu cara lain yang sempurna untuk digunakan sebagai pelatihan adalah media PowToon berbasis audiovisual media. PowToon merupakan aplikasi berbasis web online yang disediakan bagi pengguna untuk membuat presentasi animasi dengan fitur yang sangat menarik diantaranya animasi tangan, animasi kartun, dan efek transisi yang lebih hidup serta pengaturan timetable yang mudah. Media berbasis PowToon untuk siswa SD memiliki karakteristik belajar yakni meniru, mengamati, dan sangat tertarik pada animasi kartun. Mereka lebih senang bermain sambil belajar. Peneliti tertarik memberikan pelatihan pembuatan suatu video animasi yang didalamnya mengandung unsur edukatif agar siswa lebih senang dan tentunya bisa memahami materi yang telah dipelajari.
INOVASI APLIKASI ENVIRONMENTAL MATHEMATICS PADA SMARTPHONE SEBAGAI MEDIA INTERAKTIF PEMBELAJARAN MATEMATIKA BERBASIS LINGKUNGAN Yunni Arnidha; Shalsa Mahani Yusron
Jurnal Muara Pendidikan Vol 8 No 2 (2023): Jurnal Muara Pendidikan, Vol 8 No 2, Desember 2023
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v8i2.1454

Abstract

This research is development research (R&D) which refers to the ADDIE model. Development procedures include Analysis, Design, Development, Implementation, and Evaluation. The results of this research product are in the form of an android application based on environmental mathematics to improve understanding of learning mathematics based on the environment. The application is accompanied by attractive images, sounds, animations, and text narration. The results of the study show that the android application for learning environmental mathematics is feasible and effective in learning data collection, as seen from the average pretest and posttest scores carried out by fifth-grade students at SDN 1 Talang Padang. The average value obtained during the pretest was 41.57 while the average value obtained during the posttest was 82.10. Based on the Mann-Whitney test with a sample of two different schools, the resulting data shows a significant difference between the learning outcomes of schools that use the Android application media and those that are not treated, as seen from the posttest average score of SDN 1 Talang Padang of 82.10. While the average posttest score of SDN 1 Banding Agung is 66.31.
INOVASI APLIKASI ENVIRONMENTAL MATHEMATICS PADA SMARTPHONE SEBAGAI MEDIA INTERAKTIF PEMBELAJARAN MATEMATIKA BERBASIS LINGKUNGAN Yunni Arnidha; Shalsa Mahani Yusron
Jurnal Muara Pendidikan Vol. 8 No. 2 (2023): Jurnal Muara Pendidikan, Vol 8 No 2, Desember 2023
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v8i2.1454

Abstract

This research is development research (R&D) which refers to the ADDIE model. Development procedures include Analysis, Design, Development, Implementation, and Evaluation. The results of this research product are in the form of an android application based on environmental mathematics to improve understanding of learning mathematics based on the environment. The application is accompanied by attractive images, sounds, animations, and text narration. The results of the study show that the android application for learning environmental mathematics is feasible and effective in learning data collection, as seen from the average pretest and posttest scores carried out by fifth-grade students at SDN 1 Talang Padang. The average value obtained during the pretest was 41.57 while the average value obtained during the posttest was 82.10. Based on the Mann-Whitney test with a sample of two different schools, the resulting data shows a significant difference between the learning outcomes of schools that use the Android application media and those that are not treated, as seen from the posttest average score of SDN 1 Talang Padang of 82.10. While the average posttest score of SDN 1 Banding Agung is 66.31.
PENCAPAIAN AKURASI EVALUASI BELAJAR MATEMATIKA MELALUI MEDIA APLIKASI QUIZIZ Lili Lindasari; Yunni Arnidha
Jurnal Muara Pendidikan Vol. 7 No. 1 (2022): Jurnal Muara Pendidikan Vol 7 No 1, Juni 2022
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v7i1.757

Abstract

Mathematics is a subject that is seen by students as a difficult subject. This is due to monotonous learning, especially in the evaluation of learning, especially when learning is done online due to the covid-19 virus. Therefore, alternative learning is needed using interesting learning media. The teacher must choose one of the media applications that can be used as an evaluation tool to measure student understanding during online learning. One of the media used is the educational game Quizizz. The purpose of this study was to determine the effect of using quiz application media on the timeliness of learning mathematics. The type of research used in this study is quantitative using a quasi-experimental design with a non-quivalent control group design. The population in this study were all fifth grade students of SD Negeri Karangsari, totaling 49 students and all of them were used as samples. Data collection techniques used are test sheets and questionnaires. Data analysis using SPSS program assistance with hypothesis testing with t-test. The results showed that there was an effect of quiz media application on the evaluation of student learning in online learning, this was indicated by the significance value (p) was 0.000. Because the significance of p (0.000) < (0.05), and t-count 55.618 > t-table is 1.678, so the proposed hypothesis is accepted. The increase in students' abilities can be seen from the average score of students in the pre-test of 59.39 and in the post-test the average increases to 72.65
INOVASI APLIKASI ENVIRONMENTAL MATHEMATICS PADA SMARTPHONE SEBAGAI MEDIA INTERAKTIF PEMBELAJARAN MATEMATIKA BERBASIS LINGKUNGAN Yunni Arnidha; Shalsa Mahani Yusron
Jurnal Muara Pendidikan Vol. 8 No. 2 (2023): Jurnal Muara Pendidikan, Vol 8 No 2, Desember 2023
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v8i2.1454

Abstract

This research is development research (R&D) which refers to the ADDIE model. Development procedures include Analysis, Design, Development, Implementation, and Evaluation. The results of this research product are in the form of an android application based on environmental mathematics to improve understanding of learning mathematics based on the environment. The application is accompanied by attractive images, sounds, animations, and text narration. The results of the study show that the android application for learning environmental mathematics is feasible and effective in learning data collection, as seen from the average pretest and posttest scores carried out by fifth-grade students at SDN 1 Talang Padang. The average value obtained during the pretest was 41.57 while the average value obtained during the posttest was 82.10. Based on the Mann-Whitney test with a sample of two different schools, the resulting data shows a significant difference between the learning outcomes of schools that use the Android application media and those that are not treated, as seen from the posttest average score of SDN 1 Talang Padang of 82.10. While the average posttest score of SDN 1 Banding Agung is 66.31.
PELATIHAN MENGGUNAKAN CANVA GUNA MENINGKATKAN MINAT DAN MOTIVASI BELAJAR Yunni Arnidha; Dhimas Rinda Adi Puspito
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 2 (2023): Jurnal Pengabdian Pendidikan Masyarakat Vol 4 No 2 (2023)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v4i2.1379

Abstract

The background of this community service is the low interest and motivation of students in learning mathematics. The low interest and learning motivation of students, especially in learning mathematics, results in students being lazy to learn mathematics. Mathematics is one of the subjects that is considered quite difficult and even very difficult to learn. This is because the math teacher is fierce and the teacher doesn't do the learning according to the character of the students. To assist in increasing students' interest and learning motivation, especially in mathematics, the author made an effort to make Booktalk, part of the e-module designed by prioritizing the character of students. The author uses the method of developing mathematics learning by utilizing the Canva application, where through this application, educators are taught to develop modules into Booktalk so that learning activities can provide new experiences for students and can increase students' interest and motivation in learning mathematics.