Claim Missing Document
Check
Articles

Found 13 Documents
Search

The Effect of the Two Stay Two Stray Cooperative Learning Model on the Mathematical Communication Ability of Junior High School Students Hendrawan Purba; Elvis Napitupulu
Formosa Journal of Science and Technology Vol. 2 No. 1 (2023): January, 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjst.v2i1.2633

Abstract

This study aims to (1) find out whether the Two Stay Two Stray learning model influences the mathematical communication skills of class VIII students of SMP Swasta Katolik Budi Murni 2 Medan. The type of research used in this study is a Quasi Experiment or quasi-experiment with the Pretest-Posttest Control Group Design research design. Based on the output, the significance value of 2-tailed Equal variances assumed is 0.035. Where 0.035 <0.05, based on the test criteria, H0 is rejected or accepted Ha, which means that there is an influence of the Two Stay Two Stray cooperative learning model on students' mathematical communication abilities. After that the results of the Mean posttest showed that the Mean posttest for the experimental class was 74.34 while the Mean Posttest for the control class was 68.75, where 74.34 > 68.75. This means that the mathematical communication ability of the experimental class is higher than that of the control class. Based on the research results, it is hoped that teachers can apply the TSTS type cooperative learning model to improve students' mathematical communication skills.
PENINGKATAN KEMAMPUAN LITERASI MATEMATIK DENGAN MENGGUNAKAN MODEL PROJECT-BASED LEARNING Siti Maysarah; Sahat Saragih; Elvis Napitupulu
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 1 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (839.791 KB) | DOI: 10.24127/ajpm.v12i1.6627

Abstract

Siswa membutuhkan kemampuan literasi matematik untuk menghadapi dan memecahkan berbagai tantangan kehidupan saat ini. Literasi matematika meliputi kemampuan memahami dan menggunakan matematika untuk memecahkan masalah dalam konteks dunia nyata dan membuat argumen berdasarkan konsep dan prosedur. Namun, fakta di lapangan menunjukkan bahwa tingkat literasi matematika siswa di Indonesia masih rendah. Oleh karena itu, perlu dilakukan penelitian yang bertujuan untuk: (1) Analisis peningkatan kemampuan literasi matematik siswa yang diajar dengan  model pembelajaran berbasis proyek lebih tinggi dibandingkan dengan kemampuan literasi matematik siswa yang diajar dengan  pembelajaran biasa, (2) Analisis proses penyelesaian jawaban siswa terkait masalah literasi matematik yang diajarkan melalui pembelajaran berbasis proyek dan pembelajaran biasa. Jenis penelitian ini kuasi eksperimen. Seluruh murid MTs Nurul Khairiyah Deli Serdang menjadi populasi penelitian ini yang berjumlah 128 orang. Sampel penelitian ini adalah seluruh siswa Kelas VIII yang terdiri dari dua kelas yaitu Kelas VIII-1 sebanyak 14 siswa dan Kelas VIII-2 sebanyak 14 siswa. Hasil dari penelitian ini adalah:(1) Peningkatan kemampuan literasi matematik siswa yang diajarkan dengan  model pembelajaran berbasis proyek lebih tinggi daripada kemampuan literasi matematika siswa yang diajarkan dengan  pembelajaran biasa, terlihat dari nilai thitung > ttabel, dimana thitung = 22,231 dan ttabel = 1,761. (2) proses penyelesaian jawaban siswa terkait masalah literasi matematik yang diajar dengan model pembelajaran berbasis proyek lebih baik daripada siswa yang diajar dengan model pembelajaran biasa. 
Design and Validity of Augmented Reality Based Student Worksheets Integrated with Acehnese Culture Fairus; Pardomuan Sitompul; Elvis Napitupulu; Riezky Purnama Sari; Liza Fitria
Proceeding of International Conference on Multidisciplinary Research Vol. 6 No. 1 (2024): ICMR
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/picmr.v6i1.759

Abstract

This research aims to design and validate student worksheets based on Aughmented Reality integrated with Acehnese culture. This research is development research using the Plomp model. This research is limited to two stages, namely preliminary research (preliminary research) and the development phase (prototyping phase). The instrument used is a student worksheet validation sheet consisting of aspects of material, presentation, language, and integration with the Augmented Reality application. Validation was carried out by 3 expert validators. Based on the problems in the initial research, the student worksheet design is integrated with Acehnese culture where Acehnese cultural ornaments become markers that will be visualized into 3D shapes. The results of the research show that the design of student worksheets based on augmented reality integrated with Acehnese culture is in the best condition with a valid category.