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LEARNING PROCESS OF POLYHEDRON USING COLLABORATIVE LEARNING THROUGH LSLC Rahmi Rahmi; Ratu Ilma Indra Putri; Rina Febriana; Yulia Haryono; Lita Lovia
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 2 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v12i2.6917

Abstract

The difficulty of learning to build polyhedron for middle students makes experts lecturers collaboratively create learning trajectories through the Lesson Study for Learning Community (LSLC). This study aims to produce a learning trajectory that can assist students in learning polyhedron using collaborative learning through LSLC. The research method used was design research with the first stage, preparing for experiment, experimental design, and retrospective analysis. This learning approach uses collaborative  LSLC is used in the process of making teaching materials and along with research methods. This study involved 47 lecturers and 24 mathematics education students. Data collection was carried out through observing student activities, recording video events in class, collecting student work results, and student test results. The collected data were then analyzed retrospectively with the results showing that collaborative and LSLC used in the acquired learning paths can help students in learning flat-sided shapes. The learning trajectory includes (1) students can collaboratively understand the surface area of the cube (2) collaboratively, students can understand the space diagonal of a block. With the existence of LSLC, researchers can form learning communities with research subjects, collaborate in making learning designs and teaching materials, and produce multilevel effective learning through sharing tasks and jumping tasks 
Penerapan Model Pembelajaran Collaborative Creativity (CC) Untuk Mengoptimalkan Hasil Belajar Pada Pembelajaran Matematika Siswa Kelas IX SMPN 1 Timpeh Kabupaten Dharmasraya Desmita Alfira; Hafizah Delyana; Melisa Melisa; Rahmi Rahmi
Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 1 No. 3 (2023): September : Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/konstanta.v1i3.980

Abstract

Low student learning outcomes were the background to this study. This study aims to determine the influence of the application of the Collaborative Creativity (CC) learning model on collaboration skills and learning outcomes of grade IX students at SMPN 1 Timpeh, Dharmasraya Regency. This research is a quasi-experimental study with the form of its design The Nenequivalent Posttest Only Cntrol Group Design with the taking of the research subject in Total Sampling. The Research Sample is a grade IX student of SMPN 1 Timpeh. This study used a final test instrument in the form of a description question and a questionnaire of student collaboration skills. The data analysis technique used is the t-test. it can be concluded that student learning outcomes using the Collaborative Creativity learning model are better than using conventional learning models and student collaboration skills are obtained by the percentage of students are very collaborative and collaborative students, so it can be concluded that student collaboration skills in mathematics learning are very collaborative
Model Pembelajaran Collaborative Creativity dalam Mengoptimalkan Keterampilan Berpikir Kreatif Siswa Rija Tasya Salsabila; Rahmi Rahmi; Hafizah Delyana
Plusminus: Jurnal Pendidikan Matematika Vol 3, No 2 (2023)
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/plusminus.v3i2.2974

Abstract

Keterampilan berpikir kreatif pada pembelajaran matematika yang masih rendah menjadi latar belakang penelitian ini. Tujuan penelitian yaitu untuk mengetahui kemampuan berfikir kreatif siswa dengan menggunakan model pembelajaran Collaborative Creativity (CC). Penelitian ini menggunakan jenis penelitian deskriptif dengan pendekatan kualitatif. Pengambilan subjek penelitian menggunakan Purposive Sampling. Teknik pengumpulan data yang digunakan adalah metode tes, wawancara, dan dokumentasi. Analisis data yang digunakan yaitu reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukan bahwa kemampuan berpikir kreatif siswa lebih dominan pada kategori kreatif dan cukup kreatif. Jadi, keterampilan berfikir kreatif siswa di kelas IX 1 adalah kreatif dan cukup kreatif. Creative thinking skills in learning mathematics which are still low are the background of this research. The research objective is to determine students' creative thinking abilities using the Collaborative Creativity (CC) learning model. This research uses descriptive research with a qualitative approach. Taking research subjects using purposive sampling. Data collection techniques used are test methods, interviews, and documentation. Data analysis used is data reduction, data presentation, and drawing conclusions. The results showed that students' creative thinking skills were more dominant in the creative and moderately creative category. So, the creative thinking skills of students in class IX 1 are creative and quite creative.
Development of Android-based learning media using Smart Apps Creator on high school trigonometry material Dita Kirana; Rahmi Rahmi; Mulia Suryani
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 3 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i3.15821

Abstract

This research is motivated by students' low enthusiasm to participate in mathematics. Students are more interested in using technological developments in learning because they look attractive, simple, and practical. This research aims to produce learning media based on Android using a valid and practical Smart Apps Creator. This research type is often known as Research and Development (R&D) using the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The participants in this study were XI IPA students at SMAN 1 X Koto in the Tanah Datar region. Validation questionnaires and practicality test questionnaires were the instruments utilized in this investigation. The percentage of the final assessment of the validity of learning media was 92.5%, with a very valid category based on the findings of the validator's assessment, which included media specialists and material experts. The teacher received a total score of 100% in the extremely practical area for the practicality rating. The pupils' ultimate practicality score fell into the very practical group with an 83.24% percentage. With a typical rate of 91.6%, using media is feasible. Based on the study's findings, the Smart Apps Creator-based Android learning resources for class XI IPA SMAN 1 X Koto, Tanah Datar Regency have been deemed legitimate and workable for usage by instructors and students.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN MACROMEDIA FLASH MATERI ARITMATIKA SOSIAL KELAS VII Asmarita Asmarita; Rahmi Rahmi; Villia Anggraini
EMTEKA: Jurnal Pendidikan Matematika Vol. 5 No. 1 (2024)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v5i1.5487

Abstract

The purpose of this study is to produce interactive learning media using macromedia flash on class VII social arithmetic material of SMP Negeri 3 Batang Anai Padang Pariaman Regency that is valid and practical. The type of research used is research and development (R&D) with the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). This research is only up to the implementation stage, because this research only develops valid and practical products. The instruments used in the study were validity questionnaires, and practicality questionnaires which were useful for seeing the practicality of interactive learning media by educators and students. Based on the results of the validity of learning media by validators, media experts and material experts, the final assessment percentage of the validity of interactive learning media was 85.7% with a very valid category. The final value of practicality with educators was 76.6% with the practical category and the final value of practicality with students was 87.25% with the very practical category. Based on the results of the study, it can be concluded that interactive learning media using macromedia flash on social arithmetic material is declared valid and practical.
VALIDITAS E-MODUL BERBASIS PROBLEM BASED LEARNING MATERI UKURAN PENEMPATAN DAN UKURAN KERAGAMAN DATA Wahyu Husni; Sefna Rismen; Rahmi Rahmi
Pedagogy: Jurnal Pendidikan Matematika Vol. 8 No. 2 (2023): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v8i2.3093

Abstract

Keterbatasan bahan ajar membuat siswa tidak mengikuti pembelajaran dengan serius. Hal ini terjadi di SMAN 16 Padang, bahan ajar yang digunakan berupa LKPD dan buku cetak yang tidak semua siswa memilikinya. Penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) dengan model pengembangan plomp. Instrumen penelitian yang digunakan berupa lembar wawancara, daftar checlist dan angket validasi. Berdasarkan hasil validasi E-Modul berbasis problem based learning diperoleh nilai akhir yaitu 89,48% dengan kategori sangat valid. Berdasarkan hasil penelitian dapat disimpulkan bahwa E-Modul berbasis problem based learning materi ukuran penempatan dan ukuran keragaman data dinyatakan valid.