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PENGEMBANGAN MEDIA PEMBELAJARAN MACROMEDIA FLASH BERMUATAN SOAL KOMUNIKASI MATEMATIS MATERI STATISTIKA KELAS VIII MTs Sayyidatul Karimah; Rini Utami; Jesica Andrew Vina Audy
Delta: Jurnal Ilmiah Pendidikan Matematika Vol 9, No 2 (2021): Delta : Jurnal Ilmiah Pendidikan Matematika
Publisher : Universitas Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31941/delta.v9i2.3016

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran macromedia flash bermuatan soal komunikasi matematis materi statistika kelas VIII MTs. Penelitian ini merupakan penelitian pengembangan dengan model 4-D (Define, Design, Develop, dan Disseminate) dari Thiagarajan et al. Tahapan-tahapan penelitian ini meliputi tahap define, tahap design, dan tahap develop. Populasi penelitian adalah seluruh siswa kelas VIII MTs Al Hikmah Proto tahun ajaran 2019/2020. Pada tahap develop penelitian ini dilakukan uji validasi produk dan uji coba produk. Analisis uji validasi produk menggunakan angket validasi instrumen tes dan angket validasi produk/media. Uji validasi produk ini digunakan untuk menguji tingkat kevalidan produk. Sedangkan uji coba produk dilakukan untuk menguji tingkat kepraktisan produk. Uji kepraktisan produk tersebut dilakukan dengan menggunakan angket respon peserta didik setelah pembelajaran menggunakan media yang dikembangkan peneliti. Berdasarkan hasil analisis uji validasi instrumen tes dengan indeks aiken sebesar 0,858 (kriteria sangat valid) dan hasil analisis uji validasi produk/media dari 8 validator diperoleh nilai rata-rata 86,36% (kriteria sangat praktis). Sedangkan, hasil analisis uji coba produk atau tingkat kepraktisan produk dari 26 peserta didik MTs Al Hikmah Proto Kedungwuni Pekalongan diperoleh nilai rata-rata presentase sebesar 92,46% (kriteria sangat praktis). Dengan demikian dapat disimpulkan bahwa media pembelajaran macromedia flash bermuatan soal komunikasi matematis materi statistika kelas VIII MTs Al Hikmah Proto Kedungwuni berkriteria valid dan praktis.
The Use of Tangram Teaching Aids in Learning Plane Geometry for 8th-Grade Students Rini Utami; Dewi Azizah; Amalia Fitri; Muhamad Najibufahmi; Dewi Mardhiyana; Nurina Hidayah; Sayyidatul Karimah; Dwi Ario Fajar
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 6, No 2 (2024)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v6i2.10395

Abstract

Our activity aims to assist 8th-grade students at SMP Plus Muhammadiyah Doro in learning Geometry using tangram teaching aids. This is related to the lack of enthusiasm some students feel during the learning process, especially in Geometry. The community service activity was carried out through planning, implementation, and evaluation stages, using lectures, discussions, experiments, and demonstrations. The instruments used include questionnaires given to students before and after the activity. The results of this activity show that: 1) almost all students contend that teachers now need tangrams to help in explaining teaching materials in Plane Geometry; 2) almost all students are interested in the tangrams, which is due to their ease of making and using; 3) almost all students contend that tangrams can help them to train their understanding of mathematical concepts, especially in plane figures; 4) most students believe that tangrams can enhance their motivation to learn.
THE ONLINE ENGLISH TEACHING DURING THE PANDEMIC TIME AT JUNIOR HIGH SCHOOLS IN PEKALONGAN Agustina, Dwi; Matra, Sarlita Dewi; Karimah, Sayyidatul
J-ELLiT (Journal of English Language, Literature, and Teaching) Vol 5, No 1 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um046v5i12021p1-8

Abstract

Abstract: In 2020 many schools in Indonesia were required to do online teaching practices to prevent the spread of covid-19. Schools in Pekalongan City were the examples. Teachers and students suddenly had to adapt to online classes. As online classes were quite new for the teachers in Pekalongan, the writers were interested in revealing teachers’ actual perceptions and implementation of online classes through a quantitative study. Employing an online questionnaire, this study involved 30 English teachers from 22 junior high schools. The study found out that most teachers perceived their online classes as quite effective. However one third of them reported online classes as less effective. All teachers also reported problems in their online classes. This suggests online teaching practiced by English teachers in Pekalongan varied in effectiveness. Each teacher also encountered problems in managing online classes and this suggests an urgent need to help teachers to minimize those problems. Keywords: online teaching, English, pandemic time 
PENYUSUNAN TEKNOLOGI PEMBELAJARAN BERBASIS PERMAINAN DI SDN BANDENGAN 02 Hidayah, Nurina; Karimah, Sayyidatul; Susanto, Susanto; Mukti Maliki, Sarah; Maula Ulfa, Halimah
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 4, No 1 (2024): April 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v4i1.2020

Abstract

Abstract: Game-based learning technology has many advantages and can overcome the low literacy, numeracy skills, and interest in learning of Bandengan 02 elementary school students. However, the resources owned have not been maximally utilized by teachers. So it is necessary to provide assistance in preparing game-based learning technology for teachers. Teachers who are able to develop game-based learning can improve literacy, numeracy, and student interest in learning in the classroom. The method of implementing community service is service learning (SL). Service learning is a learning method that prioritizes service, both to oneself, to others, and to the environment. The assistance provided was in the form of  preparation of a Google Site and Wordwall for learning by teachers of SDN Bandengan 02, numeracy learning assistance in the classroom; and literacy learning assistance in the classroom. The implementation team, consisting of three lecturers and two students, divided the tasks for each of the program plans. The results of the implementation of the activities obtained  an increase in literacy skills by 16% and numeracy by 26% for students of SDN Bandengan 02, and  90% of SDN Bandengan 02 teachers were able to develop a personalized Google Site to facilitate students' independent learning. Keyword: google site; learning technology; literacy; numeracy; service learning  Abstrak: Teknologi pembelajaran berbasis permainan memiliki banyak keunggulan serta mampu mengatasi rendahnya kemampuan literasi, numerasi dan minat belajar siswa SD Bandengan 02. Akan tetapi sumber daya yang dimiliki belum maksimal dimanfaatkan oleh guru. Sehingga perlu adanya pendampingan penyusunan teknologi pembelajaran berbasis permainan untuk guru. Guru yang mampu Menyusun pembelajaran berbasis permainan dapat meningkatkan kemampuan literasi, numerasi serta minat belajar siswa di kelas. Metode pelaksanaan pengabdian kepada Masyarakat yaitu service learning (SL). Service Learning merupakan sebuah metode pembelajaran yang mengutamakan sebuah pelayanan, baik pelayanan terhadap diri sendiri, terhadap orang lain, maupun terhadap lingkungan. Pendampingan yang dilakukan berupa, penyusunan Google Site dan Wordwall untuk pembelajaran oleh guru SDN Bandengan 02, pendampingan pembelajaran numerasi di kelas, pendampingan pembelajaran literasi di kelas. Tim pelaksana yang terdiri dari tiga dosen dan dua mahasiswa membagi tugas untuk masing-masing rencana program tersebut. Hasil pelaksanaan kegiatan diperoleh yaitu  peningkatan kemampuan literasi sebesar 16% dan numerasi sebesar 26% untuk siswa-siswa SDN Bandengan 02, dan  90% Guru-guru SDN Bandengan 02 mampu menyusun Google Site pribadi untuk memfasilitasi siswa belajar secara mandiri. Kata kunci: google site; literasi; numerasi; service learning; teknologi pembelajaran 
PENGARUH MOTIVASI BELAJAR DAN KEAKTIFAN SISWA TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA Agustina, Adhisa; Karimah, Sayyidatul
Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Vol 4 No 2 (2023): Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati
Publisher : Pimpinan Cabang Muhammadiyah Kramat Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55943/jipmukjt.v4i2.68

Abstract

Kemampuan pemecahan masalah termasuk apek penting pada pembelajaran matematika. Ada banyak faktor yang mempengaruhi kesuksesan pembelajaran termasuk didalamnya terdapat motivasi belajar dan keaktifan siswa. Dimana motivasi belajar sebagai energi pendorong untuk melaksanakan kegiatan sedangkan keaktifan siswa diperlukan karena melibatkan sikap, pikiran maupun perbuatan sehingga pada kegiatan pembelajaran dapat berjalan maksimal serta menjadikan siswa mampu memiliki kemampuan pemecahan masalah. Pelaksanan penelitian di SMP Negeri 2 Kedungwuni bertujuan untuk mengetahui adanya pengaruh motivasi belajar dan keaktifan siswa terhadap kemampuan pemecahan masalah menggunakan metode deskriptif kuantitatif dengan seluruh siswa kelas VIII sebagai populasi penelitian dan melalui simple random sampling terpilih 62 siswa. Pengumpulan data berupa angket berbentuk angket tertutup dan tes berbentuk tes uraian. Hasil penelitian menunjukkan bahwa 1) terdapat pengaruh signifikan antara motivasi belajar terhadap kemampuan pemecahan masalah yang berkontribusi sebesar 9,7% dengan persamaan regresi Yi=5,642+0,326Xi+ei 2) terdapat pengaruh signifikan antara keaktifan siswa terhadap kemampuan pemecahan masalah yang berkontribusi sebesar 6,6% dengan persamaan regresi Yi=9,205+0,259Xi+ei 3) terdapat pengaruh signifikan antara motivasi belajar dan keaktifan siswa terhadap kemampuan pemecahan masalah yang berkontribusi sebesar 9,8% dengan persamaan regresi Yi=4,740+0,280X1+0,060X2+ei .
Analisis kemampuan literasi numerasi dengan konten aljabar dan bilangan siswa kelas VIII Chairunisa, Kamila; Su'aida, Atina Himma; Arofa, Arofa; Karimah, Sayyidatul
AKSIOMA : Jurnal Matematika dan Pendidikan Matematika Vol 16, No 1 (2025): AKSIOMA: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/aks.v16i1.22061

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Minimum Competency Assessment (MCA) is an assessment of competencies such as reading literacy and numeracy. Basically, literacy in Indonesia is low due to the lack of interest in reading and the numeracy level of Indonesian students is still at the bottom of the rankings. The purpose of this study is to describe the level of students' numeracy literacy skills and identify obstacles and aspects of abilities that need to be improved, with sampling at SMP Negeri 2 Pekalongan in the 2024/2025 school year using descriptive qualitative research methods. The research subjects consisted of 25 students who were given tests related to numeracy literacy with algebra and number content. Based on the test results, 8 students were categorized as high, 7 students as medium, 9 students as low and 1 student as very low. From the test results, 4 students were selected to take part in the interview from each category. Students in the high and medium categories were able to explain the essence of a reading and the problem solving process in the problem. While students in the low and very low categories were not able to. To improve students' ability in numeracy literacy test, teachers are advised to provide many practice problems equivalent to AKM with algebra and number content as well as literacy activities in learning.
Analisis Kemampuan Literasi Matematis Siswa SMPN 2 Pekalongan pada Materi Kesebangunan Putri Awaliya Rahmasari; Lu'lu'il Maknun; Zuhroh, Fiana; Karimah, Sayyidatul; Hidayah, Nurina
MATH LOCUS: Jurnal Riset dan Inovasi Pendidikan Matematika Vol. 6 No. 1 (2025): MATH LOCUS: Jurnal Riset dan Inovasi Pendidikan Matematika
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/mathlocus.v6i1.4488

Abstract

Penelitian ini bertujuan menganalisis kemampuan literasi matematis siswa kelas IX pada materi kesebangunan di SMPN 2 Pekalongan. Subjek penelitian terdiri dari 33 siswa kelas IX E yang dipilih menggunakan teknik purposive sampling. Penelitian dilaksanakan pada semester ganjil tahun ajaran 2024/2025 dengan menggunakan pendekatan kualitatif dan metode deskriptif. Teknik pengumpulan data dilakukan melalui tes kemampuan literasi matematis yang berupa lima soal uraian yang telah divalidasi oleh dosen ahli. Analisis data dilakukan berdasarkan tiga indikator literasi matematis yaitu kemampuan mengubah permasalahan menjadi model matematika, menerapkan algoritma dan struktur matematika, serta menginterpretasikan dan mengevaluasi hasil ke dalam konteks nyata. Hasil penelitian menunjukkan bahwa rata-rata skor kemampuan literasi matematis siswa sebesar 51 dengan standar deviasi 16,1. Kategori kemampuan literasi matematis siswa terdistribusi sebagai berikut: 15,1% siswa berkategori tinggi, 66,7% berkategori sedang, dan 18,2% berkategori rendah. Hal ini membuktikan bahwa mayoritas siswa mengalami kesulitan dalam menerapkan konsep matematis pada situasi kontekstual, terutama pada tahap interpretasi dan evaluasi hasil penyelesaian.
Poker logaritma (pokema) sebagai media belajar memahami logaritma Rini Utami; Nurina Hidayah; Dewi Azizah; Amalia Fitri; Sayyidatul Karimah; Falah, Muhammad
Jurnal Pembelajaran Pemberdayaan Masyarakat (JP2M) Vol. 4 No. 1 (2023)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jp2m.v4i1.19941

Abstract

Permasalahan yang dihadapi siswa pada materi logaritma yaitu siswa kurang memahami sifat-sifat logaritma untuk menyelesaikan soal logaritma sehingga diperlukan media agar mempermudah siswa mempelajari materi tersebut. Pengabdian kepada masyarakat ini bertujuan untuk memberikan pendampingan belajar logaritma kepada siswa dengan menggunakan media Pokema. Media Pokema merupakan media pembelajaran matematika yang terdiri dari petunjuk penggunaan, materi logaritma, kartu-kartu berisi soal-soal logaritma dan kunci jawaban. Peserta kegiatan ini adalah siswa MA Tholabudin Masin berjumlah 20 orang. Pengabdian kepada masyarakat ini menggunakan metode Service Learning yang terdiri dari 4 tahap yaitu tahap investigasi dan perencanaan, tindakan, refleksi, dan demontrasi. Hasil dari kegiatan pengabdian ini yaitu rata-rata kemampuan siswa pada materi logaritma berbeda sebelum dan sesudah diberikan pendampingan. Selain itu sebanyak 85% siswa berpendapat media pokema menarik minat siswa untuk belajar logaritma.
Development of Scratch-Based Interactive Quiz Learning Media on Statistics to Enhance Students’ Learning Outcomes Sekarsari, A'isyah; Karimah, Sayyidatul
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.v5i3.3644

Abstract

Low student achievement in statistics is often attributed to the use of learning media that lack innovation and interactivity. This study aims to develop Scratch-based interactive quiz learning media and to examine its validity, practicality, and effectiveness in improving students’ learning outcomes. The research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study involved 28 students from Grade XI Health Analyst (experimental group) and 26 students from Grade XI Computer and Network Engineering 2 (control group). Research instruments included expert validation sheets, student response questionnaires, and learning achievement tests. Data were analyzed both qualitatively and quantitatively, including a t-test to evaluate effectiveness. The validation results reached a score of 80% (valid category), while student responses reached 78% (practical category). The t-test revealed a significant difference (p < 0.05) between the mean learning outcomes of the experimental group (88.29) and the control group (82.77), indicating that the developed media was effective in enhancing student achievement. These findings suggest that Scratch-based learning media has the potential to serve as an innovative alternative for teaching statistics and can be further developed for other topics by utilizing more complex Scratch features to strengthen learning interactivity.
Developing Interactive Learning Media through Canva Website and Quizizz Mastery Peak Integration to Enhance Problem-Solving Skills Margareta, Diswa; Karimah, Sayyidatul
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.v5i3.3655

Abstract

This study addresses the low motivation and limited problem-solving ability of students in mathematics, as well as the insufficient use of interactive digital learning media in schools. Preliminary observations of grade X students at SMA Negeri 2 Batang indicated low enthusiasm toward conventional mathematics instruction with minimal interactivity. To overcome this challenge, innovative media were developed using Canva Website integrated with the Quizizz Mastery Peak platform through a gamification approach. The development process employed the ADDIE model, which consists of five systematic stages: analysis, design, development, implementation, and evaluation. Data were collected through observations, interviews, needs questionnaires, expert validation, and student responses. Eight experts, including lecturers and mathematics teachers, validated the media, while practicality testing involved 27 grade X.2 students. The results indicated that the media met the criteria of validity and was rated as highly practical by students. Integration of Canva Website and Quizizz Mastery Peak has the potential to foster student engagement, interactivity, and active participation in mathematics learning. Nevertheless, further experimental or quasi-experimental research is required to rigorously evaluate its effectiveness in significantly improving mathematical problem-solving skills.