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The Correlation of Junior High School Students’ Self-Confidence and Mathematical Problem-Solving Ability Monalisa, Lioni Anka; Indah Kristiana, Arika; Wihardjo, Edy; Hussen, Saddam; Annastasia Putri, Fiorent
Mosharafa: Jurnal Pendidikan Matematika Vol. 13 No. 4 (2024): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v13i4.1692

Abstract

Abstrak Kemampuan pemecahan masalah matematis merupakan salah satu kompetensi penting yang harus dimiliki oleh siswa, dan kepercayaan diri diyakini memiliki kontribusi signifikan terhadap pencapaiannya. Penelitian ini bertujuan untuk mengetahui hubungan antara kepercayaan diri (self-confidence) dan kemampuan pemecahan masalah matematis siswa SMP. Penelitian ini menggunakan metode kuantitatif dengan desain korelasional. Subjek penelitian adalah 87 siswa kelas VIII di SMP Negeri 12 Jember pada semester genap tahun ajaran 2023/2024. Data dikumpulkan melalui angket kepercayaan diri dan tes kemampuan pemecahan masalah matematis. Berdasarkan analisis deskriptif, nilai rata-rata kepercayaan diri siswa adalah 96,08 dengan kategori dominan berada pada tingkat sedang (74,71%). Hasil analisis korelasi menunjukkan terdapat hubungan yang positif antara kepercayaan diri dan kemampuan pemecahan masalah matematis. Kesimpulan dari penelitian ini adalah semakin tinggi tingkat kepercayaan diri siswa, maka semakin baik kemampuan mereka dalam menyelesaikan soal-soal matematika secara problematis. Implikasi dari temuan ini menunjukkan pentingnya strategi pembelajaran yang tidak hanya fokus pada aspek kognitif, tetapi juga afektif siswa, seperti penguatan rasa percaya diri guna mendukung keberhasilan akademik, khususnya dalam pembelajaran matematika. Abstract Mathematical problem-solving ability is one of the essential competencies students must possess, and self-confidence is believed to significantly contribute to its achievement. This study aims to determine the correlation between self-confidence and junior high school students’ mathematical problem-solving ability. The research employed a quantitative method with a correlational design. The subjects were 87 eighth-grade students at SMP Negeri 12 Jember during the even semester of the 2023/2024 academic year. Data were collected through a self-confidence questionnaire and a mathematical problem-solving test. Based on descriptive analysis, the average self-confidence score was 96.08, with the majority (74.71%) falling into the average category. The results of the correlation analysis showed a positive relationship between self-confidence and mathematical problem-solving ability. The conclusion of this study indicates that the higher the level of students’ self-confidence, the better their ability to solve mathematical problems. The implications of these findings highlight the importance of learning strategies that focus not only on cognitive aspects but also on students’ affective domains, such as enhancing self-confidence to support academic success, particularly in mathematics learning.
Profil Pemecahan Masalah Higher Order Thinking Skill Ditinjau dari Self-Eficacy Siswa Wulandari, Putri; Lestari, Nurcholif Diah Sri; Setya Putri, Inge Wiliandani; Kurniati, Dian; Hussen, Saddam
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.
LOCAL IRREGULARITY POINT COLORING ON THE RESULT OF SUBDIVISION OPERATION OF HELM GRAPHS Nuroeni, Ilmiatun; Kristiana, Arika Indah; Hussen, Saddam; Setiawani, Susi; Adawiyah, Robiatul
JURNAL DIFERENSIAL Vol 5 No 2 (2023): November 2023
Publisher : Program Studi Matematika, Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jd.v5i2.12197

Abstract

One of the sub-chapters studied in graphs is local irregularity vertex coloring of graph. The based on definition of local irregularity vertex coloring of graph, as follow : (i)l : V (G) →{1, 2, 3, . . . , k} as a vertex irregular labeling and w : V (G) → N, for every uv ∈ E(G), w(u) ̸=w(v) with w(u) = Pv∈N(u)l(v) and (i) Opt(l) = min{max(li); li is a vertex irregular labeling}. The chromatic number of the local irregularity vertex coloring of G denoted by χlis(G), is the minimum cardinality of the largest label over all such local irregularity vertex colorings. In this article, discuss about local irregularity vertex coloring of subdivision by helm graph (Sg(Hn)).
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.
Development of an Android Educational Game Magic Square -Megaforce Assisted to Improve Students' Creative Thinking Skills Fatahillah, Arif; Wicaksono, Arif; Hussen, Saddam; Setiawani, Susi; Murtikusuma, Randi Pratama
Al-Khwarizmi : Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam Vol. 11 No. 2 (2023): Al-Khwarizmi : Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam
Publisher : Prodi Pendidikan Matematika FTIK IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/jpmipa.v11i2.2922

Abstract

Abstract:The development of educational games is very relevant to learning activities in schools today. This research developed the Android educational game Magic Square – Megaforce to be valid, practical, and effective in improving students' creative thinking skills. This research is a development research with a 4-D model. The validity of educational games reached a high category with a correlation coefficient value of 0.95. This educational game is also declared practical with an average learning implementation of 100%. The effectiveness of this educational game was assessed based on classical learning completeness of 85.7%, student learning activities of 80%, and student response questionnaires of 85.5%, all of which were in the Good category. Educational game design can still be refined for further research so that it is more varied.Abstrak:Pengembangan game edukasi sangat relevan dengan kegiatan pembelajaran di sekolah saat ini. Penelitian ini mengembangkan game edukasi Android Magic Square – Megaforce hingga valid, praktis, dan efektif meningkatkan kemampuan berpikir kreatif siswa. Penelitian ini merupakan penelitian pengembangan dengan model 4-D. Validitas game edukasi mencapai kategori tinggi dengan nilai koefisien korelasi 0,95. Game edukasi ini juga dinyatakan praktis dengan rata-rata keterlaksanaan pembelajaran sebesar 100%. Efektifitas game edukasi ini dinilai berdasarkan ketuntasan belajar klasikal sebesar 85,7%, aktivitas belajar siswa sebesar 80% dan angket respon siswa sebesar 85,5% yang semuanya berada pada kategori Baik. Desain game edukasi masih dapat disempurnakan untuk penelitian selanjutnya sehingga lebih variatif.
Proses Berpikir Kreatif Siswa dalam Pemecahan Masalah Open-Ended Berdasarkan Teori Wallas Ditinjau dari Adversity Quotient Jatmiko, Dhanar Dwi; Andriana, Lutfi; Pambudi, Didik Sugeng; Trapsilasiwi, Dinawati; Hussen, Saddam
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 7 No 1: Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 7 Nomor 1 Tahun 2023
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v7i1.1993

Abstract

Proses berpikir kreatif siswa dapat diketahui dengan cara memberikan siswa masalah open-ended. Penyelesaian soal open-ended memerlukan kemampuan pemecahan masalah yang berpengaruh terhadap upaya seseorang untuk dapat menyelesaikan masalah yang dihadapi. Kemampuan seseorang untuk menghadapi tantangan atau kesulitan biasa disebut dengan Adversity Quotient (AQ). Tujuan dari penelitian ini adalah untuk mendeskripsikan proses berpikir kreatif siswa climber, camper, dan quitter dalam pemecahan masalah open-ended. Jenis penelitian ini adalah deskriptif kualitatif. Pengumpulan data dilakukan dengan memberi angket ARP, tes open-ended, dan wawancara. Berdasarkan hasil analisis data disimpulkan bahwa siswa climber melakukan keempat tahapan proses berpikir kreatif yaitu tahap persiapan, tahap inkubasi, tahap eliminasi, dan tahap verifikasi. Siswa camper hanya melakukan tiga tahapan proses berpikir kreatif yaitu tahap persiapan, tahap inkubasi, dan tahap eliminasi. Siswa quitter hanya melakukan dua tahapan proses berpikir kreatif yaitu tahap persiapan dan tahap inkubasi, sedangkan tahap eliminasi tidak dapat terpenuhi karena hanya dilakukan pada salah satu dari yang ditanyakan pada soal.
Comparative Study of Text Editors for Scientific Paper Writing with Mathematical Notation Wihardjo, Edy; Fatahillah, Arif; Hussen, Saddam; Anka Monalisa, Lioni
Journal of Digital Literacy and Volunteering Vol. 2 No. 2 (2024): July
Publisher : Puslitbang Akademi Relawan TIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57119/litdig.v2i2.111

Abstract

Writing scientific papers that include complex mathematical notation requires specialized text editors. This study provides a comprehensive review of various text editors, evaluating their effectiveness for tasks involving mathematical notation. The comparison includes freeware and paid software such as OpenOffice, LibreOffice, Microsoft Word, TeXmacs, and Overleaf, examining aspects like file formats, file size, installation process, learning curve, collaboration ease, and output formats. Through a detailed analysis of existing literature, the study highlights the strengths and weaknesses of each editor, with a particular focus on LaTeX's precision and versatility. The findings suggest that LaTeX is the preferred choice for its high-quality output, while Overleaf offers significant advantages for collaborative projects. Freeware options like GNU TeXmacs and LibreOffice are also viable alternatives, each with unique benefits. The study concludes with recommendations on choosing the appropriate text editor based on specific project requirements and user preferences.
ANALISIS PENINGKATAN ICT LITERACY ‎SISWA MELALUI PENGGUNAAN GAME EDUKASI “MATH TRIP” BERBASIS ANDROID PADA MATERI ‎KESEBANGUNAN Arif Fatahillah; Lioni Anka Monalisa; Saddam Hussen; Isni Qothrunnada
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
Android-Based Statistics Adventure Educational Games to Enhance Students’ Understanding of Measures of Central Tendency and ICT Literacy Fatahillah, Arif; Ningsih, Mirah Wahyu; Monalisa, Lioni Anka; Kristiana, Arika Indah; Hussen, Saddam
Jurnal Pendidikan Matematika Vol 8, No 1 (2025): Jurnal Pendidikan Matematika (Kudus)
Publisher : Universitas Islam Negeri Sunan Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v8i1.30547

Abstract

In the era of society 5.0, one of the essential skills students must possess is ICT literacy. This skill can be developed through the use of technology-integrated learning media. One of the technology-based learning media that can be used is educational games. This study aims to examine the effectiveness of the Statistics Adventure educational game in enhancing students' understanding of measures of central tendency and ICT literacy. The ICT literacy components assessed include access, manage, integrate, evaluate, and create. This research specifically focuses on the "create" component. Data were collected using questionnaires, interviews, and tests. The participants were 28 seventh-grade students from SMP Negeri 3 Jember. The results show that the Statistics Adventure game is effective in enhancing students' ICT literacy, with an overall N-Gain score of 0.8, categorized as high. The N-Gain values for each indicator are as follows: access (0.84), manage (0.87), integrate (0.84), evaluate (0.72), and create (0.92), with "create" showing the highest gain. Furthermore, the game is also effective in enhancing students’ understanding of the subject matter, with an N-Gain score of 0.5. These findings suggest that educational games can significantly enhance both ICT literacy and content comprehension among students. Kemampuan yang perlu dimiliki siswa pada era society 5.0 saat ini adalah kemampuan literasi ICT. Kemampuan literasi ICT dapat dicapai melalui penggunaan media pembelajaran yang memanfaatkan teknologi. Salah satu media pembelajaran berbasis teknologi yang dapat digunakan adalah game edukasi. Penelitian ini bertujuan untuk menguji efektifitas penggunaan game edukasi Statistics Adventure untuk meningkatkan pemahaman siswa tentang materi pemusatan data statistika dan literasi TIK. Aspek ICT meliputi Access, Manage, Integrate, Evaluate, dan Create. Pada penelitian ini aspek yang akan diteliti adalah aspek create. Model pengembangan yang digunakan adalah ADDIE terdiri dari lima tahap yaitu Analyze (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluate (Evaluasi). Metode pengumpulan data yang digunakan adalah angket, wawancara, dan tes. Subjek penelitian ini adalah siswa kelas VII SMP Negeri 3 Jember sebanyak 28 siswa. Keefektifan game edukasi Statistics Adventure efektif untuk meningkatkan ICT Literacy siswa dengan nilai N-Gain yang diperoleh sebesar 0,8 sehingga efektif dengan kategori tinggi. Nilai N-gain setiap indikator menunjukkan peningkatan, Access (0,84), Manage (0,87), Integrate (0,84), Evaluate (0,72), dan Create (0,92). Aspek Create merupakan aspek dengan nilai N-Gain tertinggi. Berdasarkan hal tersebut dapat disimpulkan bahwa game edukasi dapat meningkatkan ICT literacy siswa dengan kategori tinggi. Game edukasi ini juga efektif untuk meningkatkan pemahaman siswa dengan nilai N-Gain sebesar 0,5.
Sanguinis Students' Spatial Ability Profile   Lioni Anka Monalisa; Ifka N Hibatullah; Susanto; Saddam Hussen; Nawal Ika Susanti
SIMFONI: Jurnal Sains dan Sosial Multidisipliner Vol. 1 No. 2 (2026): Februari 2026
Publisher : Divisi Penelitian Yayasan Simfoni Ilmu Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65430/jssm.v1i2.47

Abstract

Spatial ability is an important ability in geometry learning. This spatial ability can be influenced by the personality type of students. One of the personality types that humans have is sanguine. Sanguine students have a problem-solving level classified as level 5. This study is a qualitative descriptive study that explains the spatial perception, spatial visualization, and mental rotation abilities of sanguine students. Data analysis used is personality questionnaire analysis, test result analysis, and interview result analysis. The research subjects were students of class X MIPA 1 SMA Negeri 1 Jember who were sanguine. The results of the study explain that sanguine students were able to fulfill every indicator of the elements of spatial perception and mental rotation, and fulfilled one indicator of the spatial visualization element. The dominant creative and innovative nature makes sanguine students able to solve mental rotation problems well.