Claim Missing Document
Check
Articles

Found 19 Documents
Search

PENGEMBANGAN BAHAN AJAR REALISTIC MATHEMATICS EDUCATION (RME) BERMUATAN HIGHER ORDER THINKING SKILL (HOTS) Miftahul Qoiriah; Ira Vahlia; Rina Agustina
JURNAL PENDIDIKAN MATEMATIKA UNIVERSITAS LAMPUNG Vol 9, No 1 (2021): MARET 2021
Publisher : Universitas Lampung

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

Abstract

This study aims to determine the validity and practicality of RME teaching materials containing Higher Order Thinking Skills (HOTS) on straight line equations in class VIII SMP Negeri 1 Kotagajah. This type of research is development research that uses the 4-D development model, while the stages are Define, Design (Planning), Develop (Development), and Disseminate (Spread) but this stage is not used. The data collection instrument used was a questionnaire. The practicality test was carried out online. Validation of material experts was carried out by two validators, and the results obtained were 81.31% with very valid criteria. design expert validation was carried out by two validators, and the results obtained were 76.02% or were in the valid criteria. The small group trial was conducted by 7 students, and the results of the small group trial were 79.3% or were in practical criteria. Based on the validation process and the small group trial process, RME teaching materials containing Higher Order Thinking Skills (HOTS) on straight line equations material for class VIII SMP Negeri 1 Kotagajah are declared valid and practical.Keywords: HOTS; RME; teaching materials  DOI: http://dx.doi.org/10.23960/mtk/v9i1.pp42-58
PENGEMBANGAN BAHAN AJAR BERBASIS MASALAH PADA MATA KULIAH MATEMATIKA EKONOMI PROGRAM STUDI PENDIDIKAN MATEMATIKA Rina Agustina; Ira Vahlia
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 5, No 2 (2016)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (527.369 KB) | DOI: 10.24127/ajpm.v5i2.668

Abstract

Teaching materials are needed for students to support the lecture. The purpose of this study was to determine how to develop problem-based teaching materials on the subjects of mathematical economics mathematics education courses. This research was conducted at the University of Muhammadiyah Metro by selecting a student of mathematics education as a research subject.This study is a research development. The method used as follows: (1) research and information gathering, (2) planning, (3) product development, (4) the initial trials, (5) product revision, (6) the field trials, (7) the revised product field trials, (8) the operational testing of products, (9) the revision of the product and (10) the implementation and dissemination. To obtain problem-based teaching materials will be validated teaching materials by 2 experts math education materials and one person linguists. The achievement of this research is problem-based teaching materials that can support economic mathematics lectures. The achievement that will be produced is ≥ 50% students of mathematics education are getting the optimal learning course on the math economy. Based on the results of questionnaires percentage obtained validation criteria of 80% of teaching materials and meet the criteria are valid for.
PERBANDINGAN HASIL BELAJAR DISCOVERY LEARNING BERBASIS PROBLEM SOLVING DAN GROUP INVESTIGATION BERBASIS PROBLEM SOLVING PADA PEMBELAJARAN METODE NUMERIK Ira Vahlia; Rina Agustina
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 5, No 1 (2016)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (592.389 KB) | DOI: 10.24127/ajpm.v5i1.469

Abstract

Discovery learning is a learning that involves students in the process of mental activity through a brainstorm, to discuss, and try it yourself, so that children can learn to be independent. Resulting in the discovery-based learning problem solving is to let children discover things on their own and group investigation that emphasizes problem solving based on a debriefing activities and student participation. The classes drawn into the sample, the class as a class given control based discovery learning and problem solving one class another group investigation given learning-based problem solving. Data analysis techniques in this study using Ttes. From the results of this study concluded that: (a) In the first experiment class that implements learning model-based problem solving group investigation obtained average value of learning outcomes at 73.10 while the experimental class II implementing discovery-based learning problem solving obtained average value postest average of 66.55. (b) There are significant differences between the results of student learning in the class that implements the discovery-based learning and problem solving class that implements the learning model based problem solving group investigation. Student results in learning problem solving based group investigation better on the class that implements the model-based discovery learning problem solving.
The Development of Animation-Based Learning Media Using Construct 2 On Logic Material Fadila Meina Luppy; Rahmad Bustanul Anwar; Nego Linuhung; Rina Agustina; Dwi Rahmawati
MATEMATIKA DAN PEMBELAJARAN Vol 7, No 2 (2019): MATEMATIKA DAN PEMBELAJARAN
Publisher : IAIN Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (653.44 KB) | DOI: 10.33477/mp.v7i2.1153

Abstract

Tujuan penelitian pengembangan ini adalah menghasilkan produk berupa media pembelajarn berbasis animasi menggunakan construct 2 yang “layak” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo dan menghasilkan produk yang “praktis” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo. Model pengembangan yang digunakan sebagai dasar penelitian ini adalah model 4D yang terdiri dari 4 tahap yaitu Define, Design, Development, Disseminate. Instrument pengumpulan data pada pengembangan ini berupa angket validasi ahli dan angket kepraktisan produk. Hasil pengembangan produk berupa media pembelajaran animasi diperoleh analisis materi 89% yang masuk dalam kategori “sangat layak” dan analisis ahli media 90% yang masuk dalam kategori “sangat layak” untuk digunakan pada saat uji coba. Selanjutnya uji coba kelompok kecil dilakukan oleh 10 peserta didik diperoleh 90% yang masuk dalam kategori “sangat praktis” digunakan pada proses pembelajaran. Berdasarkan kriteria yang telah ditetapkan media pembelajaran berbasis animasi pada materi logika yang dikembangkan memenuhi kriteria layak dan praktis. Kata kunci: Pengembangan, media pembelajaran, berbasis animasi, Construct 2, logika. Abstract The purpose of this development research is to produce a product in the form of an animation-based learning media using construct 2 that is “feasible” to bw used as learning medium for students in SMA Negesi 1 Purbolinggo and to produce pruducts that are “practical” used as a learning medium for students at SMA Negeri 1 Purbolinggo. The development model used as the basid of this research is the 4D model which consists of 4 stages, namely Define, Design, Development, Disseminate. Data collection instruments in this development were expert validation questionnaire and product practicality questionnaire. The results of product development in the form of instructional media animation obtained 89% of material analysis included in the “very feasible” category and 90% of media expert analysis included in the “very feasible” category for use at the time of the trial. Furthermore, small group trials conducted by ten students obtained 90% which fall into the “very practical” ctegory used in the learning process. Based learning media on logic material that is developed it meets the feasible and practical criteria.
Pendampingan Kegiatan E-Commerce Pada Petani Aglaonema di Pekalongan Lampung Timur Yeni Rahmawati ES; Nurul Farida; Rina Agustina; Jazim Ahmad; Swaditya Rizki
Jurnal Pengabdian Kepada Masyarakat (JPKM) TABIKPUN Vol. 2 No. 2 (2021)
Publisher : Faculty of Mathematics and Natural Sciences - Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpkmt.v2i2.44

Abstract

Minimnya pengetahuan petani aglaonema dalam memasarkan produknya secara online, sehingga kegiatan ini bertujuan untuk mendampingi petani aglaonema di  Desa Sidodadi Kecamatan Pekalongan Lampung Timur dalam pemanfaatan e-commerce. Pemasaran produksi secara online ini sangat dibutuhkan pada kondisi saat ini. Mitra dari program kegiatan pengabdian kepada masyarakat ini adalah para petani aglaonema di desa Sidodadi khususnya Dusun IV Desa Sidodadi Kecamatan Pekalongan Lampung Timur. Kegiatan ini dilaksanakan pada bulan April 2021. Metode pendekatan yang dilakukan adalah mengadakan pelatihan tentang tata cara pembuatan akun e-commerce menggunakan aplikasi penjualan online yang ada. Hasil yang dicapai pada kegiatan ini adalah: (1) Meningkatnya pengetahuan petani tentang cara pembuatan akun penjualan secara online, (2) Meningkatnya pemahaman petani tentang cara menggunakan akun penjualan online yang ada.
Pelatihan Pengolahan Kain Perca Menjadi Keset Kaki di Pekalongan Lampung Timur Nurul Farida; Rina Agustina; Ira Vahlia; Satrio Wicaksono Sudarman; Swaditya Rizki
Jurnal Pengabdian Kepada Masyarakat (JPKM) TABIKPUN Vol. 2 No. 3 (2021)
Publisher : Faculty of Mathematics and Natural Sciences - Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpkmt.v2i3.65

Abstract

Pengabdian ini bertujuan untuk Meningkatkan Kreatifitas Pengolahan Kain Perca Dalam Bentuk Furniture (Pembuatan Keset Kaki) Ibu-ibu PKK Srikandi di Desa Siraman. Metode penyampaian materi pelatihan adalah metode demonstrasi dimana tutor menyampaikan materi sekaligus mempraktekannya secara langsung di depan peserta pelatihan. Adapun materi yang disampaikan adalah memperkenalkan keset kaki dari kain perca serta kegunaannya. Setelah itu dilanjutkan dengan memberikan pengetahuan mengenai alat dan bahan serta langkah-langkah pembuatan keset kaki dari kain perca. Kegiatan pelatihan pembuatan keset dari kain perca ini diikuti oleh 21 peserta yang merupakan anggota Ibu-Ibu PKK Srikandi Desa siraman. Dari 21 peserta yang mengikuti pelatihan kurang- lebih 90,48% peserta sudah mampu menguasai materi pelatihan dengan baik serta dapat mempraktekkannya. Selebihnya sekitar 9,52% yang masih kurang menguasai materi pelatihan pembuatan keset dari kain perca.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN ANDROID STUDIO PADA MATERI TURUNAN Devita Amanda; Rina Agustina; Nego Linuhung
EMTEKA: Jurnal Pendidikan Matematika Vol 1 No 1 (2020)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v1i1.380

Abstract

ABSTRAK Tujuan dalam pengembangan ini adalah mengahasilkan produk berupa media pembelajaran berbasis android menggunakan android studio yang layak dan praktis untuk digunakan siswa di kelas XI SMA Negeri 1 Punggur. Model yang digunakan dalam penelitian pengembangan ini adalah model 4-D. Tahapan model 4-D terdiri dari Define, Design, Development, and Disseminate. Instrumen pengumpulan data berupa angket. Angket yang di gunakan yaitu angket validasi ahli untuk penilaian kelayakan produk dan angket siswa untuk melihat kepraktisan produk.Teknik analisis data yang digunakan dalam penelitian ini mencakup beberapa langkah, yaitu analisis data, tabulasi data, dan menafsirkan presentase angket.Hasil validasi yang diperoleh dari media pembelajaran yang dikembangkan dinyatakan sangat layak dengan presentase validasi ahli materi 83%, ahli media 88%, dan dengan rata-rata yang diperoleh 86%. Hasil uji coba kelompok kecil yang pertama memperoleh presentase 85% dan uji coba kedua memperoleh presentase 88% dengan rata-rata 86,5% dengan kategori sangat praktis. Berdasarkan kriteria yang telah ditetapkan maka media pembelajaran berbasis android menggunakan android studio ini dinyatakan layak dan praktis. Kata kunci: android studio; media pembelajaran; penelitian pengembangan (R&D); turunan ABSTRACT The purpose of this development is to produce a product in the form of an Android-based learning media using an Android studio that is feasible and practical to be used by students in class XI of SMA Negeri 1 Punggur.The model used in this development research is a 4-D model. The stages of the 4-D model consist of Define, Design, Development, and Disseminate. The instrument of data collection is a questionnaire. The questionnaire used is an expert validation questionnaire for the assessment of product feasibility and student questionnaires to see the practicality of the product. The dasta analysis technique used in this study includes several sterps, namely data analysis, data tabulation, and interpreting the percentage of questionnaires. The results of the validation obtained from the learning media developed were declared very feasible with the percentage of material expert validation 83%, 88% media experts, and with an average of 86%. The results of the first small group trial obtained a percentage of 85% and the second trial obtained a percentage of 88% with an average of 86.5% with a very practical category. Based on the established criteria, the Android-based learning media using Android Studio are declared feasible and practical. Keywords: android studio; derivatives; learning media; research development (R & D)
PENGEMBANGAN BAHAN AJAR MATEMATIKA MENGGUNAKAN PENDEKATAN REALISTIC MATHEMATIC EDUCATION (RME) DISERTAI CERITA BERGAMBAR Erina Noviarni; Ira Vahlia; Rina Agustina
EMTEKA: Jurnal Pendidikan Matematika Vol 1 No 2 (2020)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v1i2.589

Abstract

ABSTRAK Penelitian ini bertujuan untuk;1) Mengatasi masalah di kelas VII B SMP Muhammadiyah 1 Marga Tiga, 2) Menghasilkan bahan ajar menggunakan pendekatan Realistic Mathematic Education (RME) disertai berita bergambar pada materi bentuk aljabar yang valid dan praktis. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Develop, Implementation, Evaluation), yang hanya terfokus pada pengembangan produk saja, tahap Implementation tidak digunakan, tahap Evaluation dilakukan berdasarkan komentar dan saran. Instrumen yang digunakan berupa lembar validasi ahli dan lembar angket respon peserta didik. Teknik analisis data mencakup analisis data validasi dan analisis data kepraktisan. Teknik pengumpulan data dengan uji coba kelompok kecil secara video call grup melalui aplikasi whatsapp. Berdasarkan hasil penilaian ahli materi didapatkan persentase sebesar 88,68% masuk dalam katagori sangat valid, hasil validasi ahli media didapatkan persentase sebesar 87,49% masuk dalam katagori sangat valid, dari kedua hasil persentase validasi ahli diperoleh rata-rata yaitu 88,08% dalam kategori sangat valid. Sedangkan untuk hasil uji kepraktisan bahan ajar dengan rerata total 3,90 yang dikategorikan sangat praktis. Kata Kunci: bahan ajar; cerita bergambar; pengembangan; RME ABSTRACT Therefore, this study aims to: 1) Overcoming problems in class VII B of SMP Muhammadiyah 1 Marga Tiga, 2) Producing teaching materials using the Realistic Mathematic Education (RME) approach accompanied by Picture Stories on valid and practical algebraic form material. This study uses the ADDIE (Analysis, Design, Develop, Implementation, Evaluation) development model, which only focuses on product development, the Implementation stage is not used, the Evaluation stage is based on comments and suggestions. The instruments used were in the form of expert validation sheets and student responses questionnaire. Data analysis techniques include data validation analysis and data analysis of practicality. The data collection technique was using small group trials using group video calls through the WhatsApp application. Based on the results of the material expert's assessment, a percentage of 88.68% was included in the very valid category. The results of the media expert validation obtained a percentage of 87.49% which was included in the very valid category. From the two results the percentage of expert validation obtained an average, namely 88.08% in very valid category. Meanwhile, the results of the practicality test of teaching materials with a total mean of 3.90 were categorized as very practical. Keywords: development picture stories; RME; teaching material
PENGEMBANGAN MODUL BERBASIS KONTEKSTUAL KOMIK MATERI ARITMETIKA SOSIAL KELAS VII SMP PGRI 1 BATANGHARI Mei Luwane Yosri; Dwi Rahmawati; Rina Agustina
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 1 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i1.714

Abstract

ABSTRAK Penelitian ini memiliki tujuan 1) mengetahui proses mengembangkan modul berbasis kontekstual disertai komik pada materi aritmetika sosial untuk mengatasi masalah di kelas VII SMP PGRI 1 Batanghari, 2) mendapatkan modul berbasis kontekstual disertai komik pada materi aritmetika sosial yang dinyatakan valid, 3) mendapatkan modul berbasis kontekstual disertai komik pada materi aritmetika yang dinyatakan praktis, sehingga menghasilkan modul kontekstual disertai komik pada materi aritmetika sosial di kelas VII SMP PGRI 1 Batanghari. Penelitian menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation), dimana terfokus pada pengembangan produk saja dengan itu tahapan implementation belum dilakukan dan tahap evaluation dilakukan disetiap tahap. Instrumen yang digunakan berupa lembar validasi ahli dan lembar angket respon peserta didik. Teknik analisis data yang digunakan analisis data validasi dan kepraktisan produk. Penelitian dan pengembangan modul berbasis kontekstual disertai komik pada materi aritmetika sosial mendapatkan hasil, yaitu: 1) proses pengembangan pada tahap analysis diketahui kebutuhan peserta didik berupa modul kontekstual disertai komik sesuai dengan kurikulum 2013, tahap design memperoleh rancangan modul kontekstual dan komik agar dapat mewujudkan sebuah modul yang menarik, tahap development memperoleh hasil berupa modul dinyatakan valid dan praktis melalui uji validasi dan kepraktisan, tahap evaluation memperoleh sebuah evaluasi modul disetiap tahapan. 2) modul dinyatakan sangat valid presentase 87,93%, dan 3) modul dinyatakan sangat praktis dengan presentase 93,25%. Kata kunci : komik, kontekstual, modul, pengembangan ABSTRACT This research has the purpose of 1) knowing the process of developing a contextual-based module with comics on social arithmetic material to solve problems in class VII SMP PGRI 1 Batanghari, 2) getting a contextual-based module with comics on social arithmetic material which is declared valid, 3) getting a module based contextual accompanied by comics on arithmetic material which is stated to be practical, resulting in a contextual module accompanied by comics on social arithmetic material in class VII SMP PGRI 1 Batanghari. This research uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), which focuses on product development, so the implementation stage has not been carried out and the evaluation stage is carried out at each stage. The instruments used were expert validation sheets and student questionnaire responses.The data analysis technique used includes data analysis of validation and product practicality. Research and development of contextual-based modules accompanied by comics on social arithmetic material obtained results, namely: 1) the development process at the analysis stage identified the needs of students in the form of a contextual module accompanied by comics in accordance with the 2013 curriculum, the design stage obtained a contextual and comic module design in order to realize a an interesting module, the development stage obtains the results in the form of a module that has been declared valid and practical through the validation and practicality, the evaluation stage obtains an evaluation or module improvement at each stage. 2) the module is declared very valid with a percentage of 87.93%, and 3) the module is stated to be very practical with a percentage of 93.25%. Keywoards: comic; contextual; development; module
PENGEMBANGAN MODUL POP UP BOOK BERBASIS RME (REALISTIC MATHEMATIC EDUCATION) PADA MATERI BANGUN RUANG SISI LENGKUNG DI MADRASAH TSANAWIYAH EL-QODAR Okky Wulan Dayani; Rina Agustina; Ira Vahlia
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 2 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i2.1022

Abstract

ABSTRAK Pengembangan modul pop up book berbasis RME (Realistic Mathematics Education ) pada materi Bangun Ruang Sisi Lengkung bertujuan menghasilkan produk yang valid dan praktis. Metode penelitian 4-D yang terdiri dari Define, Design, dan Develop. Instrumen dalam penelitian pengembangan menggunakan angket validasi ahli materi dan bahasa dan ahli desain untuk mengetahui kriteria kevalidan, angket respon siswa untuk mengetahui kriteria kepraktisan. Persentase rata-rata kelayakan materi dan bahasa, dan kelayakn desain sebesar 82,24% dengan kategori sangat layak sedangkan kepraktisan sebesar 90,8% dengan sangat praktis. Berdasarkan hasil penelitian dan pengembangan dapat disimpulkan bahwa produk berupa modul pop up book berbasis RME (Realistic Mathematics Education ) Kata kunci: modul; pengembangan; Pop Up Book; RME ABSTRACT The development of a pop up book module based on RME (Realistic Mathematics Education) on the material of Building a Curved Side of Space aims to produce a valid and practical product. The 4-D research method consisting of Define, Design, and Develop. The instrument in development research used a validation questionnaire for material and language experts and design experts to determine the validity criteria, and a student response questionnaire to determine the criteria for practicality. The average percentage of material and language feasibility, and design feasibility is 82.24% with the very feasible category while the practicality is 90.8% very practical. Based on the results of research and development, it can be concluded that the product is a pop up book module based on RME (Realistic Mathematics Education). Key words: development, modul, Pop Up Book, RME