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PENERAPAN PEMBELAJARAN KOOPERATIF TIPE STUDENT TEAMS ACHIEVEMENT DIVISION (STAD) DENGAN AUTHENTIC ASSESSMENT UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR PADA MATERI LUAS PERMUKAAN DAN VOLUME LIMAS SISWA KELAS VIIID MTsN ARJASA JEMBER Hussen, Saddam; Sugiarti, Titik; Susanto, S
KadikmA Vol 5, No 2: Agustus 2014
Publisher : KadikmA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (177.821 KB)

Abstract

Abstract. The Using of unsuitable learning model will result unoptimal learning. To avoid this, the teacher should be careful enough in selecting and using learning models, especially involve students actively. The result of information obtained from interviews with mathematic teacher, the assessment carried out based on one test only. This research was conducted to improve the grade VIII D student’s learning achievement and their active participation through the implication of Student Team Achievement Division (STAD) method of cooperative learning type with authentic assessment on the surface area and volume of the pyramid at MTsN 1 Arjasa in the 2012/2013 academic year. The research design was Classroom Action Research (CAR), and the data collecting methods were observation, test, interview, and documentation. From the actions implemented in each cycle, it was proved that the students’ score improved from 66,65 in Cycle 1, to 78,94 in Cycle II. Thus, the average percentage of the second cycle was 83,33% and it fulfilled the research criteria, it showed that the implication of STAD can improve the students’ learning achievment and their active participation. Key Words : STAD, authentic assessment, surface area, volume, pyramid
The development of Schoology web-based learning media with GeoGebra to improve the ICT literacy on quadratic functions Fatahillah, Arif; Puspitasari, Irsalina Dwi; Hussen, Saddam
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 5 Issue 3 October 2020
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v5i3.10692

Abstract

The use of technology in learning is essential for developing students' ICT literacy. However, the application of technology as a learning media remains limited. The purpose of this study is to develop a learning media to enhance students' ICT literacy. This research is conducted using a 4-D model, which consists of four stages: defining, designing, developing, and disseminating. This learning media is developed based on ICT literacy indicators. The study participants are 33 of 10th-grade students at one of the public vocational schools in Jember, East Java. Data collection methods consist of validation sheets, tests, questionnaires, interviews, and observations.  The expert validation is used to validate the media, while the students' response questionnaire determines the practicality. The validity result shows that the media can be used to measure ICT literacy. Moreover, the practicality of media also shows that it can be easily applied. Furthermore, the effectiveness of learning media is obtained from the N-Gain average of test and ICT literacy questionnaire. The observation data also support the effectiveness of the media during the implementation. The result shows that the media confirmed to be effective as it can improve the students' ICT literacy. To sum up, the Schoology web-based learning media with GeoGebra is useful to improve ICT literacy on quadratic functions
ANALISIS PROBLEM POSING SISWA DITINJAU DARI TAKSONOMI BLOOM Saddam Hussen; Abdur Rahman Asari; Tjang Daniel Chandra
Jurnal Kajian Pembelajaran Matematika Vol 1, No 2 (2017): Jurnal Kajian Pembelajaran Matematika
Publisher : FMIPA UNIVERSITAS NEGERI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.732 KB)

Abstract

This study aimed to describe the analysis of problem posing students in terms of taxonomy bloom. Mathematical material that is chosen is a square and a triangle. This study used a qualitative approach with descriptive research. This study was conducted in one of the SMP Negeri Malang, with research subjects IX class consisting of 32 students. Researchers gave math tests to be analyzed based on blooms taxonomy, and researcher mengkategorisasikannya by high-level thinking skills or Higher Order Thinking Skills (HOTS) and low-level thinking skills or Lower Order Thinking Skills (LOTS). The results of this study indicate that: (1) 96.875% of the 32 students to questions categorized remembering, understanding, and applying, therefore the students included LOTS. (2) there is one category of students including analyzing, it means the student has included HOTS.
The development of Schoology web-based learning media with GeoGebra to improve the ICT literacy on quadratic functions Arif Fatahillah; Irsalina Dwi Puspitasari; Saddam Hussen
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 5 Issue 3 October 2020
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v5i3.10692

Abstract

The use of technology in learning is essential for developing students' ICT literacy. However, the application of technology as a learning media remains limited. The purpose of this study is to develop a learning media to enhance students' ICT literacy. This research is conducted using a 4-D model, which consists of four stages: defining, designing, developing, and disseminating. This learning media is developed based on ICT literacy indicators. The study participants are 33 of 10th-grade students at one of the public vocational schools in Jember, East Java. Data collection methods consist of validation sheets, tests, questionnaires, interviews, and observations.  The expert validation is used to validate the media, while the students' response questionnaire determines the practicality. The validity result shows that the media can be used to measure ICT literacy. Moreover, the practicality of media also shows that it can be easily applied. Furthermore, the effectiveness of learning media is obtained from the N-Gain average of test and ICT literacy questionnaire. The observation data also support the effectiveness of the media during the implementation. The result shows that the media confirmed to be effective as it can improve the students' ICT literacy. To sum up, the Schoology web-based learning media with GeoGebra is useful to improve ICT literacy on quadratic functions
Pengembangan Media Pembelajaran Interaktif Menggunakan Classflow Berbantuan Web Desmos pada Materi Penerapan Integral Tentu umul husna; Susi Setiawani; Saddam Hussen
Jurnal Riset Pendidikan dan Inovasi Pembelajaran Matematika (JRPIPM) Vol. 4 No. 1 (2020): JRPIPM September 2020 Volume 4 Nomor 1
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpipm.v4n1.p37-52

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Tujuan penelitian adalah untuk mendeskripsikan proses dan mengetahui hasil pengembangan media pembelajaran interaktif menggunakan ClassFlow berbantuan web Desmos, serta mengetahui apakah media tersebut dapat membantu siswa memahami materi penerapan integral tentu. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model 4-D. Metode pengumpulan data meliputi lembar validasi, tes hasil belajar siswa, angket respon pengguna, wawancara, dan observasi. Subjek pada penelitian ini adalah 20 siswa kelas 11 IPA. Berdasarkan hasil observasi yang dilakukan penggunaan media pembelajaran masih minim dan terbatas, serta perlu ditingkatkannya hasil belajar siswa untuk materi penerapan integral tentu di sekolah tersebut. Proses pengembangan media melalui empat tahap yaitu, tahap pendefinisian (define), tahap perancangan (design), tahap pengembangan (develop), dan tahap penyebaran (disseminate). Hasil penelitian ini menunjukkan tingkat kevalidan berdasarkan penilaian validator sebesar 0,89 dengan kategori œSangat Tinggi; Tingkat kepraktisan berdasarkan angket respon pengguna sebesar 77,5% dengan kategori œBaik; dan tingkat keefektifan berdasarkan nilai tes hasil belajar peserta didik di atas KBM yaitu sebesar 90% atau 18 dari 20 siswa dengan kategori œBaik. Meskipun interaktivitas media pembelajaran belum optimal, siswa merasa senang berkomunikasi melalui ClassFlow. Berdasarkan hasil analisis data yang dilakukan, dapat disimpulkan bahwa media pembelajaran interaktif menggunakan ClassFlow berbantuan web Desmos materi penerapan integral tentu memenuhi kriteria valid, praktis, dan efektif serta dapat membantu siswa memahami materi integral luas daerah.
Pewarnaan Titik pada Keluarga Graf Sentripetal Istamala Idha Retnoningsih; Dafik Dafik; Saddam Hussen
CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS Vol 3, No 1 (2022): CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS
Publisher : jcgant

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1025.76 KB) | DOI: 10.25037/cgantjma.v3i1.75

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The graph $G$ is defined as a pair of sets $(V,E)$ denoted by $G=(V,E)$, where $V$ is a non-empty vertex set and $E$ is an edge set may be empty connecting a pair of vertex. Two vertices $u$ and $v$ in the graph $G$ are said to be adjacent if $u$ and $v$ are endpoints of edge $e=uv$. The degree of a vertex $v$ on the graph $G$ is the number of vertices adjacent to the vertex $v$. In this study, the topic of graphs is vertex coloring will be studied. Coloring of a graph is giving color to the elements in the graph such that each adjacent element must have a different color. Vertex coloring in graph $G$ is assigning color to each vertex on graph $G$ such that the adjecent vertices $u$ and $v$ have different colors. The minimum number of colorings produced to color a vertex in a graph $G$ is called the vertex chromatic number in a graph $G$ denoted by $\chi(G)$.
The Implementation of Goal Programming Method in the Optimization of Furniture Production at UD JK Aluminium in Blitar Regency Prisma Brilliana; Susi Setiawani; Lioni Anka Monalisa; Arif Fatahillah; Saddam Hussen
Pancaran Pendidikan Vol 11, No 2 (2022)
Publisher : The Faculty of Teacher Training and Education The University of Jember Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (214.028 KB) | DOI: 10.25037/pancaran.v11i2.390

Abstract

Goal Programming is a method of solving problems by allocating company resources with several objectives to obtain an optimal solution. The solution can be obtained by using the QM for Windows program. The results showed that the objective function could be achieved well. The solution to the problem obtained from the QM For Windows application was that the optimal value for the budget cost of the window, storefront, and wardrobe raw materials was the same as the budget cost that had been issued by the furniture production owner, which was Rp. 22,850.000,00 per month. Then the upper limit can be minimized to raw material from aluminum (b1), which was 28.1 meters from the original 610 meters. In order to reach the target of the production process, the average working hours was 55 hours. For a good and correct production volume recommendation, the number of products produced must be optimal to produce 20 units of products consisting of 10 units of windows, five units of show windows, and five wardrobe units per month.
MU-math: educational game to improve students’ mathematical reasoning M Daenasty Caezar Zahra; Susi Setiawani; Saddam Hussen
Jurnal Riset Pendidikan Matematika Vol 9, No 2: November 2022
Publisher : Program Studi Magister Pendidikan Matematika FMIPA Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jrpm.v9i2.50069

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Learning media are tools utilized to support the interaction of students with educators and learning resources in the implementation of the teaching and learning process. This development research uses the Thiagarajan or 4-D model with four stages: defining, designing, developing, and disseminating. The subjects of this research were grade VIII students of SMP Negeri 1 Umbulsari. The analytical method is validity analysis based upon validation by two lecturers of the Mathematics Education Study Program, FKIP University of Jember, and one mathematics teacher from SMP Negeri 1 Umbulsari.  Practicality analysis was based on user response questionnaires and interviews, and effectiveness analysis using pretest/pretest and final test/posttest. This study uses the educational Game Mu Math on numbering pattern material to improve students' mathematical reasoning with the help of Unity software. MU Math Game is a PC (Personal Computer) based Game developed using Unity Engine Software and Lego Assets Tools. The MU Math game is an Adventure Open world type where players can explore through the maps provided. There are two levels and one mathematical reasoning to test students' mathematical reasoning abilities.
Ethnomathematics in The Art of Barong Kemiren as Geometry Teaching Material Lioni Anka Monalisa; Susanto Susanto; Saddam Hussen; Inggil Ismiharto
Pancaran Pendidikan Vol 11, No 3 (2022)
Publisher : The Faculty of Teacher Training and Education The University of Jember Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25037/pancaran.v11i3.424

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Ethnomatematics is mathematics that is found in the culture of people who have unknowingly implemented mathematical concepts in their culture. The purpose of this qualitative research with an ethnographic approach is to describe ethnomathematics in the Barong Kemiren Art. The subjects of this study were three people, namely the head of the Barong Kemiren Arts, cultural observers who understand the history of the Barong Kemiren Arts and the dancers of the Barong Kemiren. Data collection methods used are observation, interviews, and documentation. The results of this study indicate that there is ethnomathematics in the Barong Kemiren Art. The geometric elements found include: flat shapes (triangles, squares, rectangles, and circles), spatial shapes (cubes, blocks, and tubes), congruence, and geometric transformations (reflections). Ethnomathematics in this study will be made worksheets with congruences material for class IX.
Framework Research Based Learning dengan Pendekatan STEM dalam Penerapan Materi Permutasi Masalah Klasifikasi Ikan Pemangsa dan Mangsa untuk Meningkatkan Mathematical Literacy Anisa Meilinda Wardani; Dafik Dafik; Saddam Hussen
CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS Vol 3, No 2 (2022): CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS
Publisher : jcgant

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25037/cgantjma.v3i2.77

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Mathematical literacy ability is a very important ability in learning mathematics. Through mathematical literacy, students are expected to be able to formulate, define, and interpret mathematics in various problem-solving contexts of everyday life. Mathematical literacy is also related to the international assessment standard, namely PISA, where PISA results in Indonesia are still considered low. One of the causes of low mathematical literacy ability is that the learning model and approach given are still not optimal. Therefore, this study aims to develop a framework for research-based learning activities or research-based learning with the STEM approach in applying permutation material to the problem of classification of predatory and prey fish to improve mathematical literacy. The method used in this study is a qualitative method. The results of this study are in the form of a research based learning framework with a STEM approach. The results of the syntax are then applied to the learning tools used in the learning process. Therefore, this research produces a new syntax for research based learning that is integrated with STEM.