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Profil Pemecahan Masalah Higher Order Thinking Skill Ditinjau dari Self-Eficacy Siswa Putri Wulandari; Nurcholif Diah Sri Lestari; Inge Wiliandani Setya Putri; Dian Kurniati; Saddam Hussen
Jurnal Tadris Matematika Vol 6 No 1 (2023)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2023.6.1.1-14

Abstract

The phenomenon of students not being used to solving higher order thinking questions often occurred in one of the Islamic Senior High School in Sidoarjo. Therefore, this research aims to describe the profile of students' problem-solving in overcoming HOTS questions based on the self-efficacy. The research subjects were three selected students of XI-IPA class who were categorized into low, moderate, or high self-efficacy based on self-efficacy questionnaires and had good communication skills. The data were collected through tests, triangulated by interviews and analyzed using Polya's problem-solving indicators (unerstanding the problem, devising a plan, carrying the plan, and looking back). The results show that: 1) Students with low self-efficacy able to solve an “analyze” problem eventhough without looking back and solve the “evaluate” problem through all of the stages. Eventhough, he need help to work on the “creative” problem; 2) Students with moderate self-efficacy able to solve an “analyze” problem through all stages. However, while working on evaluate and creative problem, he could only complete the stages of understanding the problem, devise an incomplete plan and never try to carry out the plan; 3) Students with high self-efficacy can solve the problem on analyze, evaluate, and create in a complete stage. Teachers must become accustomed to asking HOTS questions to students in order to increase student self-efficacy and problem-solving abilities.
Kemampuan Memecahkan Masalah Materi Barisan dan Deret Aritmetika Berdasarkan Tahapan IDEAL Problem Solving Ditinjau dari The Keirsey Temperament Sorter Nur Indah Sofia; Dinawati Trapsilasiwi; Saddam Hussen; Titik Sugiarti; Ervin Oktavianingtyas
Jurnal Riset Pendidikan dan Inovasi Pembelajaran Matematika (JRPIPM) Vol. 5 No. 1 (2021): JRPIPM SEPTEMBER 2021 VOLUME 5 NOMOR 1
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpipm.v5n1.p68-81

Abstract

Penelitian ini bertujuan untuk mendeskripsikan kemampuan siswa dalam memecahkan masalah materi barisan dan deret aritmetika berdasarkan tahapan IDEAL problem solving. Tahapan IDEAL problem solving terdiri dari 5 tahap yaitu I-Identify problem (mengidentifikasi masalah), D-Define goal (menentukan tujuan), E-Explore possible strategies (menggali strategi), A-Anticipate outcome and act (melaksanakan strategi), dan L-Look back and learn (mengkaji kembali dan melakukan evaluasi/belajar). Jenis penelitian adalah deskriptif dengan pendekatan kualitatif. Metode pengumpulan data penelitian menggunakan tes dan wawancara. Subjek penelitian sebanyak 5 siswa kelas XII MIPA 2. Berdasarkan hasil penelitian, SA dalam memecahkan masalah materi barisan dan deret aritmetika tidak mampu memenuhi semua tahap IDEAL. SB mampu memenuhi 2 tahap yaitu identify problem dan define goal. SC mampu memenuhi 3 tahap yaitu identify problem, define goal, explore possible strategies. SD mampu memenuhi 4 tahap yaitu identify problem, define goal, explore possible strategies, dan anticipate outcome and act. SE mampu memenuhi 5 tahap IDEAL problem solving.
ANALISIS PEMAHAMAN KONSEP SISWA PADA MATERI POLA BILANGAN Fatahillah, Arif; Hussen, Saddam; Monalisa, Lioni Anka; Wihardjo, Edy; Priyanti, Nanda Rahma
EDUPEDIA Vol 7, No 1 (2023): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i1.2085

Abstract

The purpose of learning mathematics is to change the performance of each student in the cognitive, affective and psychomotor domains. One part of the cognitive domain that is needed when studying mathematics is understanding concepts. Hadi and Kasum (2015) reiterated the notion that conceptual understanding is very important in solving mathematical and contextual problems. Based on the results of a preliminary study conducted by researchers at SMPN 1 Krian, information was obtained that students' conceptual understanding was still low, judging from the average daily test results for number pattern material below the KKM. The type of research used in this research is qualitative research. This research was conducted at SMPN 1 Krian. The subjects in this study were two class VIII students of SMPN 1 Krian who had the highest and lowest test results. The data analysis method used in this study consisted of data reduction, data reclassification, and drawing conclusions. The result of this research is that the high subject fulfills the four indicators of understanding the concept which consists of restating a concept, classifying the types of number patterns, applying the concept into a mathematical representation, and selecting certain procedures from a concept. Meanwhile, the low subject did not meet two indicators, namely restating a concept, three indicators fulfilled but not perfect which consisted of classifying the types of number patterns, applying concepts into mathematical representations, and selecting certain procedures from a concept.
PENGEMBANGAN GAME EDUKASI “LINGED MATH” PADA MATERI LINGKARAN SMP Nurbuono, Mousthapaa; Kristiana, Arika Indah; Hussen, Saddam; Wihardjo, Edy; Murtikusuma, Randi Pratama
EDUPEDIA Vol 8, No 1 (2024): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v8i1.2664

Abstract

Educational games are games specifically designed with educational themes to get learning outcomes. This research develops an educational game "Linged Math" which is designed to make it easier for students to understand circle material, cirle material is one of the materials at the junior high school level which is difficult for students to understand. The purpose of this research is to develop educational game products based on pcgames use Construct 3 software to increase students' understanding of valid, practical, and effective circle material. This research model uses a 4-D development model, namely define, design, develop, and disseminate. This educational game was tested on class VIII students of SMPN 7 Jember. Data collection methods in this study used observation, tests, and user response questionnaires. The results of this study indicate that the level of validation of the educational game "Linged Math" from the validator is 3.84 so that it is categorized valid. The percentage of the practicality level of the educational game "Linged Math" from the results of the user response questionnaire was 86.25% which was categorized as very good. The level of effectiveness is obtained from the average N-Gain of the overall results of the student's pre-test and post-test of 0.77 so that it is categorized as high or effective. Based on the results of these data, the educational game "Linged Math" is said to be valid, practical, and effective.
Pengembangan Media Pembelajaran Matematika Materi Persamaan Lingkaran berbasis Discovery Based Learning Berbantuan Geogebra Classroom untuk Meningkatkan Keterampilan Berpikir Kreatif Siswa Fatahillah, Arif; Yafi, M. Ali; Monalisa, Lioni Anka; Hussen, Saddam; Wiharjo, Edy
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 6 No. 2 (2023): Matematika dan Pendidikan Matematika: Permasalahan dan Solusinya
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v6i2.2643

Abstract

Media pembelajaran merupakan penghubung dalam rangka memudahkan dalam pelaksanaan pembelajaran serta dapat meningkatkan keterampilan berpikir kreatif siswa terkait materi yang sedang dipelajari. Penelitian ini merupakan pengembangan media pembajaran yang menggunakan bantuan perangkat lunak Geogebra. Pemilihan Geogebra karena pada perangkat lunak ini memiliki tampilan sangat menarik serta sudah memiliki kelas tersendiri yaitu Geogebra Classroom yang dapat digunakan sebagai media untuk meyampaikan materi. Materi yang disampaikan pada media ini adalah materi persamaan lingkaran. Model pada penelitian ini menggunakan model Thiagarajan (model 4D). Model 4D memiliki empat tahap yaitu pendefinisian, perancangan, pengembangan, dan penyebaran. Subjek pada penelitian ini adalah siswa kelas XI MIPA 3 SMAN 3 Lumajang. Analisis pada penelitian ini dibagai menjadi tiga tahap. Pertama, tahap validasi yang dilakukan oleh dua dosen pendidikan matematika Universitas Jember dan satu guru mata pelajaran matematika SMAN 3 Lumajang yang menghasilkan kategori valid. Kedua, analisis kepraktisan ditunjukan dari angket respon pengguna yang berhasil mendapatkan kategori praktis. Ketiga, analisis keefektifan ditunjukan melalui hasil pengerjaaan soal pre-test dan post-test dengan menghasilkan kategori efektif. Berdasarkan hasil pre-test dan post-test siswa membuktikan bahwa media pembelajaran berbasis discovery based learning berbantuan geoegebra classroom dapat menigkatkan keterampilan berpikir kreatif siswa.
ANALISIS PENINGKATAN ICT LITERACY ‎SISWA MELALUI PENGGUNAAN GAME EDUKASI “MATH TRIP” BERBASIS ANDROID PADA MATERI ‎KESEBANGUNAN Fatahillah, Arif; Monalisa, Lioni Anka; Hussen, Saddam; Qothrunnada, Isni
EDU-MAT: Jurnal Pendidikan Matematika Vol 11, No 2 (2023)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v11i2.16420

Abstract

Tujuan penelitian ini adalah untuk mengetahui peningkatan ICT literacy ‎siswa melalui penggunaan game edukasi matematika Math Trip berbasis android pada materi kesebangunan. Jenis penelitian yang digunakan ialah penelitian deskriptif kuantitatif. Instrument penelitian diantaranya game edukasi Math Trip yang dikembangkan oleh peneliti menggunakan software Role Playing Game (RPG) Maker MZ dan angket untuk mengukur ICT literacy ‎siswa sebelum dan sesudah menggunakan game edukasi. Subjek dari penelitian ini yaitu siswa kelas IX A SMPN 14 Jember sejumlah 25 siswa. Hasil penelitian menunjukkan bahwa game edukasi Math Trip berbasis android dapat meningkatkan ICT literacy ‎siswa dengan perolehan nilai N-Gain angket sebesar 0,88 yang menunjukkan terjadi peningkatan ICT literacy ‎siswa pada kategori tinggi. Hal ini dikarenakan game edukasi Math Trip dapat meningkatkan keterampilan siswa untuk menggunakan dan memanfaatkan teknologi dengan tepat dan baik utamanya untuk menunjang kegiatan belajar siswa. Penggunaan game edukasi juga membantu siswa untuk belajar matematika pada materi kesebangunan sehingga dapat lebih memahami materi kesebangunan. Hasil analisis tes siswa sebelum dan setelah menggunakan game edukasi Math Trip menunjukkan terjadi peningkatan nilai yang didapat dengan perolehan N-Gain sebesar 0,54 pada kategori sedang. Kata Kunci: Game edukasi, Kesebangunan, ICT literacy Abstract: The purpose of this study was to determine the improve in students' ICT literacy ‎using the Android-based Math Trip math educational game on similarity material. The type of research used is quantitative descriptive research. The research instruments included the Math Trip educational game which was developed by researchers using Role Playing Game (RPG) Maker MZ software and a questionnaire to measure students' ICT literacy ‎before and after using educational games. The subjects of this study were 25 students of class IX A SMPN 14 Jember. The results showed that the Android-based Math Trip educational game could improve students' ICT literacy ‎by obtaining an N-Gain questionnaire score of 0.88 which shows an improve in students' ICT literacy ‎in the high category. Because the Math Trip educational game can improve students' skills to use and utilize technology appropriately and properly, especially to support student learning activities. The use of educational games also helps students to learn mathematics on similarity material so that they can better understand similarity material. The results of the analysis of student tests before and after using the Math Trip educational game show an improve in the scores obtained with an N-Gain of 0.54 in the medium category. Keywords: Educational games, Similarity, ICT literacy
Inclusive Local Irregularity Vertex Coloring In Grid Graph Family Kristiana, Arika Indah; Agatha, Alvian Bagus; Hussen, Saddam; Prihandini, Rafiantika Megahnia; Alfarisi, Ridho; Siddiqui, M. Kamran
CAUCHY: Jurnal Matematika Murni dan Aplikasi Vol 9, No 1 (2024): CAUCHY: JURNAL MATEMATIKA MURNI DAN APLIKASI
Publisher : Mathematics Department, Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ca.v9i1.20947

Abstract

Let  is a simple graph and connected where  is vertex set and  is edge set. A maping  as vertex k- labeling and function :  is inclusive local irregularity vertex coloring, with . The minimum number of colors produced from inclusive local irregularity vertex coloring of graph  is called inclusive chromatic number local irregularity, denoted by . On this paper, we learn about the inclusive local irregularity vertex coloring and determine the chromatic number on grid graph family.
Kemampuan Berpikir Kreatif Dalam Menyelesaikan Masalah Kesebangunan di SMPN 11 Jember Setya Putri, Inge Wiliandani; Hussen, Saddam; Adawiyah, Robiatul
Jurnal Edukasi Vol. 4 No. 3: Nopember 2017 : Jurnal Edukasi
Publisher : Universitas Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/jukasi.v4i3.6310

Abstract

Penelitian ini digunakan untuk menggambarkan kemampuan berpikir kreatif siswa pada siswa kelas IX. Data dikumpulkan dalam bentuk LKS 1 dan 2 yang mampu mengukur kemampuan berpikir kreatif siswa dalam masalah similaritas. Dalam penelitian ini, kemampuan berpikir kreatif siswa dianalisis berdasarkan kelancaran, fleksibilitas, dan orisinalitas. Setelah hasilnya diklasifikasikan berdasarkan indikator pemikiran kreatif siswa, maka hasilnya dikategorikan sesuai dengan kriteria berpikir kreatif. Hasil kemampuan berpikir kreatif siswa untuk LKS 1 adalah 41% dan 31% untuk LKS 2 Kata Kunci : Keterampilan Berpikir Kreatif, kelancaran, fleksibilitas, originalita
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF ONLINE MENGGUNAKAN EASYCLASS BERBANTUAN GEOGEBRA MATERI PROGRAM LINIER Mutrofin, Siti; Setiawani, Susi; Hussen, Saddam
Kadikma Vol 11 No 1 (2020): April 2020
Publisher : Department of Mathematics Education , University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/kdma.v11i1.17674

Abstract

This development research produces online interactive learning media using GeoGebra-assisted linear programming Easyclass. The purpose of this study is to describe the process and results of developing interactive online learning media using GeoGebra-assisted Easyclass linear program material. Research using the 4-D Thiagarajan model. The study was conducted at MAN 2 Jember, followed by 24 students of class XI IPA 4. The results showed a correlation value of 0.917 so that the media was declared valid with a very high category. Practicality was analyzed based on a student response questionnaire showing a percentage of 99% so that it was declared practical with excellent criteria. The effectiveness was analyzed based on the test scores of student learning outcomes after using instructional media obtained a percentage of 88% of the number of students who scored more than 75 which were categorized very well. Based on the results of data analysis, online interactive learning media using Easyclass-assisted GeoGebra linear program material meets the criteria of validity, practicality and effectiveness so that the media can be used in carrying out learning activities. Keywords: Development, Easyclass, GeoGebra, Linear Programming
PROFIL SISWA BERKEMAMPUAN MATEMATIKA TINGGI DALAM MEMECAHKAN SOAL CERITA POKOK BAHASAN ARITMATIKA SOSIAL Fatmawati, Kamila Duwi; Trapsilasiwi, Dinawati; Yudianto, Erfan; Kristiani, Arika Indah; Hussen, Saddam
Kadikma Vol 10 No 2 (2019): Agustus 2019
Publisher : Department of Mathematics Education , University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/kdma.v10i2.17399

Abstract

The problem-solving profile is a general description of the activities of solving mathematical problems carried out by students using the five stages of IDEAL model problem solving namely identifying problems, defining problems, finding solutions, implementing strategies, and reviewing and evaluating their effects. This becomes interesting when it is associated with mathematical abilities. This study aims to describe the profile of students with high mathematical ability in solving questions about the subject of Social Arithmetic. This type of research is qualitative research. Students with high mathematical ability were given two problem-solving test questions, then interviews were conducted to find out more in the process of solving them. The results obtained are students with high mathematical ability able to meet all the indicators of each stage of solving the IDEAL model. This can be seen from the results of the work provided and interviews conducted by researchers against these students.