Claim Missing Document
Check
Articles

Found 17 Documents
Search

Development of Digital Pocket Book Based on Realistic Mathematics Education (RME) Fort Supports Students' Literacy Ability Rohati Rohati; Marlina Marlina; Sri Winarni; Ade Kumalasari
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 8, No 3: MARCH 2023
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v8i3.21441

Abstract

This research aims to create a digital pocket book that supports reading skills and is based on Realistic Mathematics Education. Research and development are the term for this type of study. This development study was carried out with the use of a 4-D model. A total of 30 students from SMP Negeri 7 Muaro Jambi participated in field trials. The digital pocketbook met the validity, practicality, and effectiveness requirements, according to the findings. Teachers should be able to develop creative ideas for developing teaching materials that support reading skills based on the findings of this study.
Pelatihan Pembuatan Media Pembelajaran Menggunakan Adobe Premiere Pro untuk Guru SMP 7 Muaro Jambi Sri Winarni; Ade Kumalasari; Marlina Marlina; Ranisa Junita; Rohati
Jurnal Pengabdian Masyarakat Pinang Masak Vol. 2 No. 2 (2021): Desember 2021
Publisher : Fakultas Sains dan Teknologi, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jpm.v2i2.14748

Abstract

Kegiatan pelatihan ini dilakukan secara bertahap, mulai dari tahap perencanaan, tindakan, observasi dan evaluasi, serta refleksi. Dalam kegiatan perencanaan dilakukan Koordinasi dengan kelompok mitra dan menyepakati pelaksanaan kegiatan pada kelompok mitra, Sosialisasi program pelatihan media pembelajaran pada kelompok mitra, dan menyusun program pelatihan. Pada tahap tindakan implementasi Program Pelatihan Media pembelajaran dengan Program Adobe Premiere Pro untuk guru-guru di SMP Negeri 7 Muara Jambi. Selanjut tahap observasi dan evaluasi adalah Observasi dilakukan terhadap dalam proses mendesain media pembelajaran dengan Program Adobe Premiere Pro oleh para guru mitra. Dan tahap refleksi melakukan evaluasi kegiatan pelatihan yang telah dilaksanakan. Pelatihan dilakukan sesuai kesepakatan waktu antara tim pengabdian dan guru-guru di sekolah mitra. Kegiatan Pelatihan telah dilakukan pada tanggal 11 Agustus 2020 di SMA Negeri 7 Muara Jambi. Tahap terakhir adalah tindak lanjut dari pelatihan pemdampingan guru-guru dalam pembuatan media pembelajaran menggunakan Program Adobe Premiere Pro secara Online, di mana guru-guru merancang media dengan mengikuti petunjuk modul yang telah disediakan. Hasilnya guru–guru SMP Negeri 7 Muara Jambi dapat membuat media pembelajaran menggunakan Adobe Premiere Pro.
PENGEMBANGAN BUKU SAKU BERBASIS AUGMENTED REALITY PADA MATERI BANGUN RUANG UNTUK MENINGKATKAN KEMAMPUAN SPASIAL SISWA Sri Winarni; Muziyati Hanim; Ade Kumalasari; Marlina Marlina; Rohati Rohati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 4 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v12i4.8193

Abstract

Kemampuan spasial berperan penting dalam pembelajaran geometri khususnya bangun ruang. Namun, kemampuan spasial siswa masih tergolong rendah. Kemampuan spasial dapat ditingkatkan dengan inovasi bahan ajar yang adaptif teknologi melalui augmented reality. Augmented reality dapat menampilkan bentuk 2D maupun 3D. Penelitian ini bertujuan menghasilkan dan menguji kualitas buku saku berbasis augmented reality pada materi bangun ruang sisi lengkung untuk meningkatkan kemampuan spasial siswa. Penelitian ini merupakan penelitian pengembangan menggunakan model Plomp yang terdiri dari fase investigasi awal, desain, realisasi/konstruksi, tes, evaluasi, revisi, dan implementasi. Satu orang guru matematika SMP Negeri 17 Kota Jambi dan siswa kelas IX G SMP Negeri 17 Kota Jambi berjumlah 38 siswa sebagai subjek penelitian. Hasil penelitian diperoleh: 1) rata-rata kevalidan  buku saku 85,78 % (sangat valid), 2) rata-rata kepraktisan buku saku 85,74% (sangat praktis), 3) keefektifan buku saku dari rata-rata lembar observasi aktivitas siswa pada uji lapangan 82,21%, dari ketuntasan tes hasil belajar 81,57% (sangat efektif) dan tes kemampuan spasial diperoleh 12 siswa berkemampuan spasial sedang dan 26 siswa berkemampuan spasial tinggi. N-Gain diperoleh 62,6% (cukup efektif). Berdasarkan hasil penelitian disimpulkan bahwa buku saku berbasis augmented reality pada materi bangun ruang sisi lengkung memenuhi kriteria valid, praktis, dan efektif sehingga layak digunakan sebagai media pembelajaran.Spatial ability plays an important role in learning geometry, especially spatial figures. However, students' spatial abilities are still relatively low. Spatial abilities can be improved by innovation in technology-adaptive teaching materials through augmented reality. Augmented reality can display 2D or 3D shapes. This research aims to produce and test the quality of an augmented reality-based pocket book on curved-sided geometric material to improve students' spatial abilities. This research is development research using the Plomp model which consists of initial investigation, design, realization/construction, test, evaluation, revision, and implementation phases. One mathematics teacher at SMP Negeri 17 Jambi City and 38 students in class IX G of SMP Negeri 17 Jambi City were the research subjects. The research results obtained: 1) the average validity of the pocketbook was 85.78% (very valid), 2) the average practicality of the pocketbook was 85.74% (very practical), 3) the effectiveness of the pocketbook was based on the average activity observation sheet students in the field test were 82.21%, from the completion of the learning result test was 81.57% (very effective) and in the spatial ability test, 12 students had moderate spatial ability and 26 students had high spatial ability. N-Gain was obtained at 62.6% (quite effective). Based on the research results, it was concluded that the pocketbook based on augmented reality on curved-sided spatial material meets the criteria of being valid, practical, and effective so it is suitable for use as a learning medium.
Analisis Kemampuan Pemahaman Konsep Matematika Model Discovery Learning pada Siswa SMP Mahdalena Lasma Siregar; Sri Winarni; Marlina Marlina
JURNAL PENDIDIKAN MIPA Vol 14 No 1 (2024): 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.v14i1.1503

Abstract

Permasalahan yang sering ditemui dalam pembelajaran matematika adalah rendahnya kemampuan pemahaman konsep siswa. Penelitian ini bertujuan untuk menganalisis kemampuan pemahaman konsep matematika siswa pada materi fungsi. Penelitian ini adalah penelitian kualitatif dengan pendekatan dekriptif. Penelitian dilaksanakan di SMP Negeri 17 Kota Jambi kelas VIII.E tahun ajaran 2023/2024 dengan jumlah subjek sebanyak 24 orang. Instrumen penelitian berupa lembar soal tes kemampuan pemahaman konsep matematika dan lembar pedoman wawancara. Instrumen tes soal kemampuan pemahaman konsep akan di uji kredibilitasnya menggunakan pendapat ahli (Judgment Expert). Teknik pengumpulan data dalam penelitian ini meliputi tes kemampuan pemahaman konsep, wawancara dan dokumentasi. Teknik analisis data dalam penelitian kualitatif ini meliputi reduksi data, penyajian data dan penarikan kesimpulan. Dari hasil penelitian diperoleh sebanyak 24 subjek yang melaksanakan tes kemampuan pemahaman konsep. Dimana dari 24 subjek ada 9 subjek yang memenuhi ketujuh indikator, ada 6 yang memenuhi enam indikator, ada 5 subjek yang memenuhi lima indikator, dan ada 4 subjek yang hanya memenuhi empat indikator.
Exploring Pre-Service Mathematics Teachers' Reasoning Skills in Solving Route Travel Problems: A Real-Life Application of Numeracy Sri Winarni; Kamid Kamid; Jefri Marzal; Asrial Asrial
Jurnal Pendidikan MIPA Vol 25, No 2 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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

Abstract

This research highlights the importance of numeracy as one of the indicators in assessing a country's progress. Numeracy bridges mathematical theory with practical application and can be used in everyday decision-making, such as financial decisions, health literacy, and risk assessment. However, the Minimum Competency Assessment results show that more than 50% of students still need to be in the low numeracy competency category. This research aims to explore the mathematical reasoning processes of pre-service mathematics teachers in solving travel route problems to understand their analytical skills. This research uses a qualitative descriptive approach with data collected from 30 fifth-semester mathematics education students at the University of Jambi. Data were obtained through numeracy tests, observations, and semi-structured interviews, allowing in-depth analysis of the participants' mathematical reasoning processes in solving contextual problems. Participants were asked to solve problems related to the context of travel routes, focusing on time and cost efficiency in choosing travel routes. The research results show that most participants can understand and model the problem, although there are differences in their approaches to solving it, ranging from very analytical to simple. Some participants initially misunderstood the problem, but after being given the opportunity for reflection, they were able to improve their understanding and the solutions produced. This research concludes that fostering mathematical reasoning in teacher training programs is crucial for improving numeracy skills. Sustained practice, reflection, and a structured problem-solving approach are necessary to help prospective teachers analyze and interpret mathematical problems more effectively.         Keywords: mathematical reasoning, problem-solving, route travel, and pre-service mathematics teachers. DOI: http://dx.doi.org/10.23960/jpmipa/v25i2.pp712-727
Pengembangan Media Pembelajaran Komik Matematika Berbasis Problem Based Learning dengan Manga Studio V05 dan Geogebra rohati Syukri; Sri Winarni; Rafi Hidayat
Edumatica : Jurnal Pendidikan Matematika Vol 8 No 2 (2018): Edumatica | Jurnal Pendidikan Matematika (Oktober 2018)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (456.879 KB) | DOI: 10.22437/edumatica.v8i2.5486

Abstract

Penelitian ini bertujuan untuk menjelaskan dan mendeskripsikan bagaimana pengembangan media pembelajaran komik matematika berbasis Problem Based Learning dengan manga studio V05 dan GeoGerba dan menganalisis penggunaan media pembelajaran komik matematika menggunakan manga studio V05 dan geogebra sudah memenuhi kualitas baik pada kelas VIII SMP. Data penelitian diperoleh dengan cara menyebar angket kepada guru dan siswa dan tes hasil belajar siswa. Setelah angket dan tes dikembalikan, data dianalisis secara kualitatif dengan rumus presentase. Hasil penelitian menunjukan bahwa bahwa media pembelajaran komik matematika berbasis Problem Based Learning yang dikembangkan sudah sangat baik, media pembelajaran yang dikembangkan memenuhi kualitas baik, karena memenuhi kriteria valid dengan rata-rata skor 4,33 ini termasuk dalam kategori interval 𝑋>𝑋𝑖 + 1,8×𝑆𝑏𝑖, dengan kualitas sangat baik. Media pembelajaran memenuhi kriteria kepraktisan, yaitu berdasarkan hasil penilaian guru matematika dengan rata-rata skor 4,45 dengan kategori sangat baik, dan hasil penilaian siswa dengan rata-rata skor 4,478 dengan kategori sangat baik. Media komik matematika berbasis Problem Based Learning memenuhi kriteria keefektifan, yaitu berdasarkan presentasi siswa yang tuntas sesuai KKM adalah 73, 69%. Menurut Nieveen (1999:126-127) kualitas bahan ajar yang dikembangkan haruslah memenuhi kriteria valid, praktis, dan efektif. Maka produk media pembelajaran komik matematika mempunyai kualitas baik.Kata Kunci: komik matematika, Manga Studio V05, Geogebra, PBL This study aims to explain and describe how the development of mathematics comic learning media based on Problem Based Learning with manga studio V05 and GeoGerba and analyze the use of comic mathematics learning media using manga studio V05 and geogebra has fulfilled good quality in the eighth grade of junior high school. Research data is obtained by distributing questionnaires to teachers and students and testing student learning outcomes. After the questionnaire and test were returned, the data were analyzed qualitatively with a percentage formula.The results showed that the mathematical comic learning media based on Problem Based Learning developed was very good, the learning media developed fulfilled good quality, because it fulfilled valid criteria with an average score of 4.33 included in the interval category X> (X_i) ̅ + 1,8 × Sb_i, with very good quality. Learning media meets the criteria of practicality, which is based on the results of the assessment of mathematics teachers with an average score of 4.45 with a very good category, and student assessment results with an average score of 4.478 with very good categories. Mathematical comic media based on Problem Based Learning meets the criteria of effectiveness, which is based on the presentation of students who complete the KKM is 73, 69%. According to Nieveen (1999: 126-127) the quality of teaching materials developed must meet the criteria of valid, practical, and effective. Then the mathematics comic learning media products have good quality.Keywords: mathematics comics, manga studio V05, Geogebra, PBL
PENGEMBANGAN E-MODUL INTERAKTIF UNTUK MENDUKUNG ALGEBRAIC THINKING PADA MATERI TURUNAN FUNGSI ALJABAR Sri Winarni; Rony Pargaulan Simanjuntak; Marlina Marlina; Rohati Rohati; Ade Kumalasari
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.8540

Abstract

Berpikir aljabar merupakan suatu metode penyelesaian masalah matematika yang menekankan kemampuan dalam mempelajari aljabar. Peserta didik sering mengalami kesulitan dalam menerapkan konsep aljabar untuk menyelesaikan masalah matematika secara efektif, karena itu penelitian tentang kemampuan berpikir aljabar juga dapat mendorong kreativitas peserta didik. Dengan mengembangkan e-modul untuk mendukung algebraic thinking, peserta didik dapat menyelesaikan masalah matematika secara efektif. Tujuan dari penelitian ini untuk mengembangkan dan menguji e-modul interaktif dalam mendukung algebraic thinking pada materi turunan fungsi aljabar dengan menggunakan model ADDIE yang valid, praktis dan efektif. Jenis penelitian ini adalah Research and Development dan subjek penelitian yaitu peserta didik kelas XI SMA Negeri 9 Muaro Jambi. Pengumpulan data diperoleh berdasarkan angket validasi materi, angket validasi desain, angket respons peserta didik dan angket respon guru, serta tes kemampuan berpikir aljabar. Adapun hasil dari penelitian ini, diperoleh: 1) rata-rata kevalidan dari segi materi sebesar 82,85% (sangat valid) dan dari segi desain 87,77% (sangat valid), 2) rata-rata praktikalitas diperoleh dari tingkat kepraktisan oleh guru sebesar 88,75% (sangat praktis) dan tingkat kepraktisan dari peserta didik 90,25% (sangat praktis), 3) rata-rata efektivitas diperoleh dari angket respons peserta didik sebesar 85,90% (sangat efektif) dan tes kemampuan berpikir aljabar dengan n-gain sebesar 0,7239 dengan tafsiran cukup efektif. Algebraic thinking is a method of solving mathematical problems that emphasizes the ability to learn algebra. Students often experience difficulty in applying algebraic concepts to solve mathematical problems effectively, therefore research on algebraic thinking abilities can also encourage students' creativity. By developing e-modules to support algebraic thinking, students can solve mathematical problems effectively. The aim of this research is to produce and test interactive e-modules to support algebraic thinking on material derived from algebraic functions using the ADDIE model which is valid, practical and effective. This type of research is Research and Development and the research subjects are class XI students at SMA Negeri 9 Muaro Jambi. Data collection was obtained based on material validation questionnaires, design validation questionnaires, student response questionnaires and teacher response questionnaires, as well as algebraic thinking ability tests. The results of this research were obtained: 1) the average validity in terms of material was 82.85% (very valid) and in terms of design 87.77% (very valid), 2) the average practicality was obtained from the level of practicality by teachers was 88.75% (very practical) and the level of practicality of students was 90.25% (very practical), 3) the average effectiveness obtained from student response questionnaires was 85.90% (very effective) and thinking ability tests algebra with an n-gain of 0.7239 with quite effective interpretation.