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Diagnostic Tests Based on Three Level Tests on Fixed Materials for Students with Misconceptions Theis, Roseli; Junita, Ranisa; Kamid; Iriani, Dewi
Jurnal Pendidikan Indonesia Vol 11 No 4 (2022): Desember
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.181 KB) | DOI: 10.23887/jpiundiksha.v11i4.50452

Abstract

Misconception is something that can hinder the acceptance of new material and affect success in solving math problems. This study aims to develop a Three-Tier diagnostic test to identify misconceptions. The development of this test aims to identify the types of errors in the set and describe the quality of this diagnostic test. The research conducted was the plomp development model research, which is a model widely used for the development of educational products such as teaching materials, media, or learning approaches. The population in this study were students of mathematics education. Data analysis performed included validity, reliability, level of difficulty, discriminating power, questionnaire analysis, interpretation of three-level multiple-choice diagnostic test results, and profile analysis of students' understanding of students. The results of this study obtained a diagnostic test that can find out conceptual errors in students who have been tested for validity and declared valid. So that it can be concluded that the diagnostic test instrument for the set material in this study includes; diagnostic test grids, diagnostic test questions, answer key sheets and diagnostic test rubrics, diagnostic test answer sheets, diagnostic test kit validation sheets, diagnostic test sheets have been generated.
Pengembangan e-Modul Berbasis Understanding by Design Berdasarkan Cognitive Load Theory untuk Meningkatkan Kemampuan Kreativitas Matematis Vini, Vini; Sabil, Husni; Junita, Ranisa
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 5 No. 1 (2025): January - March 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v5i1.2791

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan kreativitas matematis siswa dan tingginya beban kognitif siswa akibat proses pembelajaran yang belum berjalan optimal. Tujuan penelitian ini adalah untuk meningkatkan kemampuan kreativitas matematis siswa melalui pengembangan bahan ajar berupa e-modul berbasis Understanding by Design berdasarkan Cognitive Load Theory. Penelitian ini merupakan Research and Development, dengan menggunakan model pengembangan ADDIE. Dapat dilihat pada hasil penelitian bahwa e-modul berbasis Understanding by Design berdasarkan Cognitive Load Theory memenuhi kriteria kualitas produk yang meliputi kevalidan, kepraktisan, dan keefektifan. e-Modul yang dirancang dinyatakan layak dimana untuk aspek kevalidan diperoleh persentase skor penilaian sebesar 81,25% dengan kriteria “Sangat Valid” pada segi materi dan skor 90,83% yang termasuk kedalam kriteria “Sangat Valid” pada segi desain. Untuk aspek kepraktisan, diperoleh persentase skor sebesar 93,3% tergolong kriteria “Sangat Praktis” dari hasil praktikalitas oleh guru dan skor 88,15% dengan kriteria “Sangat Praktis” dari hasil praktikalitas oleh siswa. Untuk aspek keefektifan, diperoleh persentase skor 90,49% yang tergolong kriteria “Sangat Efektif” dari hasil angket respon siswa, kemudian diperoleh rata – rata persentase kemampuan kreativitas matematis siswa sebesar 65,29% dengan kriteria “Kreatif” dan diperoleh rata – rata persentase beban kognitif siswa sebesar 46,34% dengan kriteria “Agak Mudah”, sehingga media pembelajaran dinyatakan efektif dalam rangka meningkatkan kemampuan kreativitas matematis siswa dan bisa mengurangi beban kognitif siswa.
DEVELOPMENT OF STEAM-BASED E-LKPD TO IMPROVE CREATIVE THINKING SKILLS ON GEOMETRY TRANSFORMATION MATERIAL Sridiasih, Imelda Nur Isnaini; Sabil, Husni; Junita, Ranisa
Prima: Jurnal Pendidikan Matematika Vol 9, No 2 (2025): PRIMA : Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/prima.v9i2.14204

Abstract

Creative thinking in mathematics and other fields is an important life skill, especially in the era of information and increasingly fierce competition. The low ability of students' creative thinking is due to the learning process and learning methods that have not run optimally. STEAM learning emerged as an effort to overcome the shortcomings of previous learning methods. This research aims to improve creative thinking skills through the development of teaching media in the form of E-LKPD (Electronic Learners' Worksheet) based on STEAM (Science, Technology, Engineering, Arts, and Mathematics). The STEAM-based E-LKPD is designed using Liveworksheet. The method used in this research is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The trial was conducted in one of the junior high schools in Jambi City by taking one of the ninth-grade classes at the school with a total of 28 students. Data analysis was measured using a Likert scale, and then the results of the creative thinking ability test were calculated using the N-Gain formula. The results showed that the STEAM-based E-LKPD met the product quality criteria, which included validity, practicality, and effectiveness. It was found that the percentage of material validity was 80% with “valid” criteria, and the design validity obtained a percentage of 91.4% with “very valid” criteria. For the results of the teacher's practicality, a percentage of 90.1% was obtained in the “very practical” category, and for the results of student practicality, a percentage of 82.0% was obtained in the “very practical” category. The effectiveness test obtained 87.8% with the category “very effective”. Then the N-Gain value obtained was 56.5%, which was in the “medium” category. So the STEAM-based E-LKPD teaching media is effective enough to improve creative thinking skills, so it is suitable for use in learning activities.
Strengthening Teachers' Digital Media Competence: A Community-Based Training on Powtoon for Mathematics Educators in Tanjung Jabung Barat Winarni, Sri; Kumalasari, Ade; Rohati, Rohati; Marlina, Marlina; Junita, Ranisa; Nusantara, Duano Sapta
Jurnal Karya Abdi Masyarakat Vol. 9 No. 1 (2025): Jurnal Karya Abdi Masyarakat
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jkam.v9i1.7684

Abstract

This community-based training initiative aims to enhance the digital media competencies of mathematics teachers using Powtoon for developing engaging educational content. The program was implemented in sequential phases: planning, action, observation and evaluation, and reflection. During the planning phase, coordination was established with partner schools and core implementation teams were formed. The training program was then introduced and collaboratively scheduled with the participants. In the action phase, teachers participated in hands-on workshops focused on designing instructional media using the Powtoon application. Observations during the implementation showed active teacher engagement and progressive skill acquisition. The evaluation and reflection phases highlighted the program’s effectiveness and areas for improvement. Follow-up mentoring ensured sustainability by guiding teachers in independently producing animated learning content. Conducted at Senior High School Number 2 Tanjung Jabung Barat—home to the senior high school mathematics teacher’s association (MGMP in Bahasa)—this program successfully enabled senior high school mathematics teachers to integrate Powtoon into their instructional practices. The training not only fostered digital creativity but also promoted collaborative professional development. This initiative demonstrates a scalable model for empowering educators in rural areas with relevant digital tools to enhance teaching quality.
Analisis Kemampuan Spasial Siswa Berdasarkan Cognitive Load Theory Siswa Kelas XII SMA N 13 Kota Jambi Rachmawati, Ira; Sabil, Husni; Junita, Ranisa
Jurnal PEKA (Pendidikan Matematika) Vol. 9 No. 1 (2025): Jurnal PEKA (Pendidikan Matematika)
Publisher : Program Studi Pendidikan Matematika Universitas Muhammadiyah Sukabumi (UMMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/3hysnw33

Abstract

This research aims to describe students spatial abilities based on cognitive load theory in geometry learning. This research approach is a qualitative approach and the type of research is descriptive research. The data obtained in this research includes qualitative data obtained from observation sheets, tests, interviews and documentation. To check the validity of the data using the data triangulation method. The subjects in this research were students of class XII Science 3 SMA Negeri 13 Jambi City. The research results showed that students' spatial abilities were still low and there was a cognitive load on students. The cognitive load that arises in learning can be seen from the complexity of the material studied, media, methods and learning strategies used by the teacher. To improve students' spatial abilities, teachers can design learning with appropriate media, methods and strategies so as to minimize the cognitive load on students.
Pengembangan Video Pembelajaran Berbantuan Edpuzzle Berbasis STEM untuk Meningkatkan Kemampuan Berpikir Kritis Siswa SMP Oktaviani, Dika; Sabil, Husni; Junita, Ranisa
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 5 No. 3 (2025): July - September 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v5i3.2566

Abstract

Rendahnya kemampuan berpikir kritis ssiswa mengakibatkan proses pembelajaran berjalan kurang optimal. Penelitian ini dilakukan guna meningkatkan pembelajaran matematika di SMP Negeri 1 Muaro Jambi dengan menggunakan video pembelajaran berbantuan edpuzzle bebasis STEM yang membantu mereka berpikir kritis siswa tentang materi bangun ruang sisi datar. Penelitian ini mengadopsi metode Research and Development (R&D) dan menerapkan model pengembangan ADDIE. Istrumen pengumpulan data yang digunakan adalah lembar validasi (materi dan desain), lembar praktikalitas (uji coba baik perorangan maupun kelompok), lembar efektivitas dan tes kemampuan berpikir kritis siswa. Temuan penelitian menunjukkan bahwa video pembelajaran telah dikatakan valid, praktis, dan efektif serta video tersebut layak digunakan. Hasil uji kulaitas video pembelajaran menunjukkan bahwa validasi materii termasuk “cukup valid” dengan perolehan hasil validasi materi 80%, katagori “sangat valid” untuk hasil angket desain 90%. Presentase “sangat praktis” untuk hasil dari praktikalitas guru yakni sebesar 88,88%. 89,13% katagori “sangat praktis: untuk perolehan presentase praktikalitas ssiswa. 90,43% dengan katagori “sangat efektif” untuk perolehan uji efektivitas siswa. Serta sebesar 62% dengan katagori “sedang” untuk perolehan nilai n-gainnya. Sehingga, media ajar berupa video pembelajaran berbantuan edpuzzle berbasis STEM dinyatakan efektif untuk meningkatkan kemampuan berpikir kritis siswa.
Pengembangan E-Modul Berbasis Understanding by Design (UbD) Untuk Meningkatkan Kemampuan Spasial Siswa Materi Bangun Ruang Sisi Datar Hidayat, Ayu Wahyuni; Sabil, Husni; Junita, Ranisa
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 4 (2024): October - December 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i4.2182

Abstract

UbD menganut prinsip backward design yang berfokus pada tujuan yang ingin dicapai dan pemahaman siswa. Tujuan yang ingin dicapai dan bukti ketercapaiannya disajikan pada setiap aktifitas pembelajaran sehingga pembelajaran berfokus pada siswa untuk membuktikan ketercapaian tujuannya. Tujuan penelitian ini untuk mendeskripsikan kualitas e-modul berbasis UbD dalam peningkatan kemampuan spasial siswa yang dilihat dari kriteria kevalidan, kepraktisan, dan keefektifan. Kami menggunakan pendekatan Research and Development (R&D) dengan model ADDIE. Subjek penelitian ini adalah siswa kelas VIII D SMP Negeri 1 Muaro JAMBI. Data diperoleh dari instrumen angket, tes kemampuan spasial, dan observasi. Penskoran data angket menggunakan skala Likert. E-modul berbasis UbD adalah hasil penelitian ini yang dapat meningkatkan kemampuan spasial siswa. Hasil persentase rata-rata dari kualitas produk: (a) kevalidan materi sebesar 92,5% dan desain sebesar 90,83% pada kategori sangat valid, (b) kepraktisan guru sebesar 95% dan siswa sebesar 86,815% pada kategori sangat praktis, (c) angket keefektifan sebesar 81,01% pada kategori sangat efektif dan skor N-gain sebesar 0,7411 berada pada kategori tinggi. Hasil observasi menunjukkan persentase rata-rata sebesar 92,06%. Hal ini menunjukkan bahwa e-modul berbasis UbD dapat diimplementasikan untuk meningkatkan kemampuan spasial siswa. Kami merekomendasikan pendidik untuk penggunakan e-modul berbasis UbD yang memfokuskan ketercapaian tujuan pemebelajaran dan pemahaman siswa.
Pelatihan Pembuatan Film Animasi Pembelajaran Menggunakan Aplikasi Toontastic 3D Bernuansa Budaya Jambi Sebagai Upaya Optimalisasi Literasi Teknologi Bagi Guru-Guru SMP dan SMA Pasaribu, Feri Tiona; Sufri, Sufri; Junita, Ranisa; Ramalisa, Yelli; Gustiningsi, Tria
Jurnal Pengabdian kepada Masyarakat Bidang Ilmu Komputer Vol 2 No 1 (2023): Jurnal Pengabdian Kepada Masyarakat Bidang Ilmu Komputer (ABDIKOM)
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52958/abdikom.v2i1.6651

Abstract

Kegiatan ini dilaksanakan untuk memberikan pemahaman kepada guru di SMP Muhammadiyah Kuala Tungkal, SMP Negeri 5 Kuala Tungkal, dan SMA Negeri 5 Tanjung Jabung Barat mengenai penggunaan aplikasi Toontastic 3D dan Plotagon sebagai alat pembuatan film animasi pembelajaran. Metode kegiatan adalah melalui pelatihan atau workshop yang dilaksanakan secara tatap muka. Hasil workshop menunjukkan bahwa respon peserta pelatihan sangat positif dengan capaian nilai rata-rata sebesar 90,75% dengan kriteria sangat baik. Guru tertarik dan berkomitmen untuk terus belajar dan meningkatkan kompetensi dalam membuat film animasi pembelajaran menggunakan aplikasi Toontastic 3D dan Plotagon. Kesimpulan dari kegiatan yang telah dilakukan adalah guru-guru memahami dan dapat menggunakan aplikasi Toontastic 3D dan Plotagon untuk pembelajaran.  
Pengembangan E-Komik Matematika Berbasis STEM untuk Meningkatkan Kemampuan Berpikir Kreatif Matematis Siswa Pada Materi Bangun Ruang Sisi Datar Kelas VIII SMP. Novita, Amalia; Huda, Nizlel; Junita, Ranisa
Jurnal PEKA (Pendidikan Matematika) Vol. 8 No. 2 (2025): Jurnal PEKA (Pendidikan Matematika)
Publisher : Program Studi Pendidikan Matematika Universitas Muhammadiyah Sukabumi (UMMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jp.v8i2.3174

Abstract

This research aims to describe the development process and quality of STEM-based mathematics e-comics designed to enhance students’ creative thinking skills in flat-sided geometric materials for eighth-grade students at SMP. The study follows a Research and Development (R&D) approach using the ADDIE development model. The test subjects included a team of experts, a mathematics teacher, and eighth-grade students at SMPN 56 Merangin. The findings indicated a high level of validity, with the e-comics receiving a validity rating of 100% in terms of media and 95,24% in terms of material. The practicality rating from teachers was 100%, and it was classified as very practical. The overall practicality of the e-comics also fell under the “very practical” criteria. The effectiveness of the e-comics, as determined by an effectiveness questionnaire, scored 81,91%, which was considered “very effective.” Furthermore, a test yielded an N-Gain score of 0,65 categorizing the e-comics as quite effective. Based on the N-Gain score, it can be concluded that STEM-based mathematics e-comics effectively improve students’ creative mathematical thinking abilities.
Pengembangan Bahan Ajar Analisis Real Untuk Memfasilitasi Self Regulated Learning Mahasiswa Junita, Ranisa; Theis, Roseli
Edumatica : Jurnal Pendidikan Matematika Vol 9 No 1 (2019): Edumatica: Jurnal Pendidikan Matematika (April 2019)
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 (346.853 KB) | DOI: 10.22437/edumatica.v9i1.6259

Abstract

Abstrak Pengembangan bahan ajar disesuaikan dengan karakteristik dan kebutuhan mahasiswa. Menurut Branch (2009), pengembangan suatu produk berpusat kepada mahasiswa, salah satu strategi yang paling banyak dikenal untuk membantu mahasiswa memahami dan mengingat materi yang dibaca mahasiswa adalah Strategi PQ4R (Preview, Question, Read, Reflect, Recite dan Review). Strategi ini membantu mahasiswa untuk menata informasinya secara bermakna, mengajukan, pertanyaan, merefleksi, dan mengulasnya. Langkah-langkah dalam strategi PQ4R dapat membantu mahasiswa dalam mengorganisasi teks, dan mengatur dirinya sendiri untuk memperoleh informasi lebih mendalam dengan elaborasi yang lebih luas. Sehingga mahasiswa lebih mandiri dalam belajar. Kemandirian dalam belajar diistilahkan dengan Self Regulated Learning. Model Pengembangan bahan ajar analisis real untuk memfasilitasi self regulated learning mahasiswa yaitu dengan model ADDIE. Tahapan ADDIE adalah (1) Analisis, (2) Perancangan, (3) Pengembangan, (4) Implementasi dan (5) Evaluasi. Kelayakan dan kualitas bahan ajar ditentukan dengan indikator valid, praktis, dan efektif. Validitas bahan ajar ditilik pada aspek materi dan desain bahan ajar, dan praktikalitas dilihat pada uji coba terbatas kepada 10 mahasiswa. Semua instrumen yang digunakan dalam penelitian ini divalidasi kepada 2 orang validator yang merupakan dosen pendidikan matematika FKIP Universitas Jambi. Hasil yang diperoleh, Instrumen sudah dinyatakan layak untuk digunakan. Sedangkan hasil pengembangan bahan ajar analisis real dinyatakan valid dan praktis. Kata Kunci: Analisis Real, Self Regulated Learning Abstract Development of teaching materials tailored to the characteristics and needs of students. According to Branch (2009), the development of a product centered on students, one of the most well-known strategies to help students understand and remember material read by students is the PQ4R Strategy (Preview, Question, Read, Reflect, Recite and Review). This strategy helps students to organize their information meaningfully, ask questions, reflect, and review it. The steps in the PQ4R strategy can help students organize the text, and organize themselves to obtain more in-depth information by means of broader elaboration. So that students will be more independent in learning. Independence in learning is termed Self Regulated Learning. Model Development of real analysis teaching materials to facilitate student self-regulated learning, namely the ADDIE model. ADDIE stages are (1) Analysis, (2) Design, (3) Development, (4) Implementation and (5) Evaluation. The quality of teaching materials is determined by valid, practical, and effective indicators. The validity of teaching materials is seen in the material aspects and design of teaching materials, and the practice seen in the trial is limited to 10 students and 1 lecturer. All instruments used in this study were validated to 2 validators who were lecturers in mathematics education FKIP Jambi University. The results obtained, the instrument has been declared eligible for use. While the results of developing real analysis teaching materials are declared valid and practical. Kata Kunci: Analisis Real, Self Regulated Learning