Syariful Fahmi
Program Studi Pendidikan Matematika FKIP UAD

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ANALISIS KEBUTUHAN PENGEMBANGAN MULTIMEDIA BERBASIS KVISOFT DIPADUKAN DENGAN GEOGEBRA PADA MATA KULIAH PROGRAM LINIER Soffi Widyanesti Priwantoro; Syariful Fahmi; Dwi Astuti
AdMathEdu : Jurnal Ilmiah Pendidikan Matematika, Ilmu Matematika dan Matematika Terapan Vol 8, No 1: Juni 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (320.337 KB) | DOI: 10.12928/admathedu.v8i1.11119

Abstract

Ada beberapa cara agar pembelajaran berkualitas yaitu ketersediaan dan pemanfaatan media pembelajaran. Kedudukan media pembelajaran memiliki peranan penting karena dapat mempemudah proses pembelajaran seperti membuat suasana belajar yang tidak menarik menjadi menarik. Media belajar mandiri pada era kemajuan teknologi sangat dibutuhkan dalam proses pembelajaran. Penelitian ini bertujuan untuk mengetahui kebutuhan akan media berbasis teknologi pada mata kuliah Program linier yang bersifat menarik, efektif, mandiri dan efisien. Subyek dari penelitian ini adalah mahasiswa yang mengambil mata kuliah Program Linier Semester lima Prodi Pendidikan Matematika FKIP UAD. Teknik pengumpulan data yang digunakan yaitu angket dan wawancara. Hasil dari penelitian menunjukkan bahwa mutimedia berbasis kvisoft flipbook maker yang dipadukan dengan Geogebra dibutuhkan sebagai media pembelajaran yang menarik, efektif, mandiri dan efisien dalam meningkatkan pemahaman pada mata kuliah Program Linier
UPAYA MENINGKATKAN KREATIFITAS BELAJAR MAHASISWA PENDIDIKAN MATEMATIKA MENGGUNAKAN GEOGEBRA DENGAN PENDEKATAN PROBLEM POSING Syariful Fahmi; Soffi Widyanesti Priwantoro
Jurnal Ilmiah Matematika dan Pendidikan Matematika Vol 8 No 2 (2016): Jurnal Ilmiah Matematika dan Pendidikan Matematika
Publisher : Jurusan Matematika FMIPA Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jmp.2016.8.2.2890

Abstract

Problems in learning introductory computer science which need urgent resolution is the problem related to the creativity of the student learning. Along with the existence of the use of software geogebra to ease the learning of mathematics, as well as the existence of a problem posing approach, the above problem resolution efforts got the right momentum. The learning approach that is used in this research is the h problem posing approach with combined use of software geogebra. As for the purposes of this learning approach is to improve creativity of students learning.This research activity involves two lecturers and 21 students in class introduction of computer science at semester 4 academic year 2015-2016. Student creativity data collected by using a sheet of observation which further analyzed in qualitative descriptive.Based on the results of data analysis it is known that the use of the problem posing approach can raise average student learning where creativity before the cycle 1 is being implemented (score 1.06). While once held a series of activities cycle 2 is known to the average student learning categories include creativity high (score 2.09). This indicates the occurrence of increased creativity learning of students.
UPAYA MENINGKATKAN KREATIFITAS BELAJAR MAHASISWA PENDIDIKAN MATEMATIKA MENGGUNAKAN GEOGEBRA DENGAN PENDEKATAN PROBLEM POSING Syariful Fahmi; Soffi Widyanesti Priwantoro
Jurnal Ilmiah Matematika dan Pendidikan Matematika (JMP) Vol 8 No 2 (2016): Jurnal Ilmiah Matematika dan Pendidikan Matematika (JMP)
Publisher : Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jmp.2016.8.2.2890

Abstract

Problems in learning introductory computer science which need urgent resolution is the problem related to the creativity of the student learning. Along with the existence of the use of software geogebra to ease the learning of mathematics, as well as the existence of a problem posing approach, the above problem resolution efforts got the right momentum. The learning approach that is used in this research is the h problem posing approach with combined use of software geogebra. As for the purposes of this learning approach is to improve creativity of students learning.This research activity involves two lecturers and 21 students in class introduction of computer science at semester 4 academic year 2015-2016. Student creativity data collected by using a sheet of observation which further analyzed in qualitative descriptive.Based on the results of data analysis it is known that the use of the problem posing approach can raise average student learning where creativity before the cycle 1 is being implemented (score 1.06). While once held a series of activities cycle 2 is known to the average student learning categories include creativity high (score 2.09). This indicates the occurrence of increased creativity learning of students.