Articles
PENERAPAN SELF-ESTEEM DALAM PEMBELAJARAN MATEMATIKA MENGGUNAKAN PENDEKATAN OPEN-ENDED
Novika Andriani A. Jariah;
Zulkardi Zulkardi;
Yusuf Hartono
HISTOGRAM: Jurnal Pendidikan Matematika Vol 1, No 2 (2017): Histogram
Publisher : STKIP Andi Matappa
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DOI: 10.31100/histogram.v1i2.28
Penelitian ini merupakan penelitian deskriptif yang bertujuan untuk memperoleh deskripsi mengenai self-esteem siswa dalam pembelajaran matematika menggunakan pendekatan open-ended. Subjek dari penelitian ini yaitu siswa kelas VIII.6 SMP Negeri 2 OKU yang berjumlah 42 orang. Proses pembelajaran berlangsung sesuai dengan tahapan pembelajaran pada pendekatan open-ended. Teknik pengumpulan data yakni dengan menggunakan angket MSSE (Math-Spesific Self-esteem), lembar observasi MBCSE (Metcalfe Behavioural Checklist of Self-esteem), dan wawancara. Berdasarkan hasil penelitian, self-esteem siswa dalam pembelajaran matematika menggunakan pendekatan open-ended adalah tinggi. Hal ini dilihat dari hasil perolehan angket MSSE dan lembar observasi MBCSE, yaitu dengan rincian sebagai berikut: dari data lembar observasi MBCSE persentase siswa yang memiliki self-esteem dengan kategori sangat tinggi adalah 7,1%. Selanjutnya 56% siswa dengan kategori self-esteem tinggi; 36,9% siswa dengan kategori self-esteem rendah. Sementara, berdasarkan data angket MSSE persentase siswa dengan kategori self-esteem sangat tinggi adalah 30% dan 70% siswa dengan kategori self-esteem tinggi.
Mathematical modeling for learning algebraic operation
Diah Dwi Santri;
Yusuf Hartono;
Somakim Somakim
Journal of Education and Learning (EduLearn) Vol 13, No 2: May 2019
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v13i2.8996
This study aims to produce a learning trajectory using the mathematical modeling in helping students to understand the concept of algebraic operations. Therefore, the design research was chosen to meet the research aims and to give in formulating and developing local instructional theory in learning algebraic operations.Learning trajectory designed in the early phases and tested on 34 seven-grade students in SMP N 10 Palembang. Data collection was conducted through observation by recording the learning process that occured in the classroom and students’ group work was evidenced by video and photos. Data was analyzed qualitatively by describing actual learning which happened in pilot experiment and teaching experiment. There are 3 learning activities in the design of this study. These 3 activities are designed based on the steps of the Mathematical Modeling, activity 1 meaning of algebraic expressions, activity 2 addition of algebraic and activity 3 subtraction of algebraic. Based on the result, it can be concluded that activity which has been designed can help the students in learning algebraic operations using mathematical modeling. Used mathematical modeling can help student solve the problems and understand concept are structured using the assumptions and model start they design so gradually developed into formal mathematics.
Pemodelan Matematika Untuk Belajar Aljabar
Diah Dwi Santri;
Yusuf Hartono;
Somakim Somakim
UNION: Jurnal Ilmiah Pendidikan Matematika Vol 6 No 3 (2018)
Publisher : Universitas Sarjanawiyata Tamansiswa
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DOI: 10.30738/union.v6i3.2201
Penelitian ini menghasilkan sebuah lintasan belajar menggunakan pemodelan matematika yang dapat membantu siswa memahami konsep aljabar. Oleh karena itu, desain reseacrh dipilih sebagai metode penelitian yang dapat memformulasikan dan mengembangkan teori pembelajaran lokal dalam pembelajaran aljabar. Lintasan belajar didesain pada tahap awal dan di coba dengan 34 orang siswa kelas VII SMP N 10 Palembang. Hasil yang didapat pada penelitian ini yaitu lintasan belajar yang terdiri dari 3 aktivitas menggunakan pemodelan matematika, aktivitas 1 memahami bentuk aljabar, aktivitas 2 penjumlahan aljabar dan aktivitas 3 pengurangan aljabar. Dari aktivitas yang dihasilkan dapat disimpulkan bahwa pembelajaran menggunakan pemodelan matematika dapat membantu siswa menyelesaikan masalah dan memahami konsep secara terstruktur menggunakan asumsi dan model yang mereka rancang sendiri sehingga bertahap berkembang ke formal matematika. Â
Pembelajaran Pecahan Senilai dengan Bermain Lego
Feli Ramury;
Yusuf Hartono;
Ratu Ilma Indra Putri
Didaktik Matematika Vol 2, No 1 (2015): Jurnal Didaktik Matematika
Publisher : Universitas Syiah Kuala
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This research aimed to produce learning trajectory in learning algorithm to find equivalent fractions using Lego in fourth grade. This study was associated with thematic integrative learning curriculum 2013 based PMRI. The method used was design research of type validation study that aimed to prove the theories of learning. Design research that consists of three stages; preliminary design, teaching experiments, and retrospective analysis were chosen to achieve the research objectives by designed Hypothetical Learning Trajectory (HLT). The research was conducted on 21 students of class IV SDN 16 Lembak. This study aimed to investigate how Lego can help students to learning equivalent fraction. Students learning activities that were conducted including: 1) determine the fractions using lego, 2) determine the equivalent fraction of fractions formed from Lego, and 3) connect the concept of equivalent fraction to the standard algorithm to find equivalent fractions. The results of this study indicate that a series of activities can help students in learning equivalent fraction.
Pengembangan Soal Matematika Tipe TIMSS Menggunakan Konteks Kerajaan Sriwijaya di SMP
Rajab Vebrian;
Darmawijoyo Darmawijoyo;
Yusuf Hartono
Didaktik Matematika Vol 3, No 2 (2016): Jurnal Didaktik Matematika
Publisher : Universitas Syiah Kuala
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The purpose of this research to produce TIMSS – like mathematics tasks on the numbers content by using Context Kingdom of Sriwijaya are valid and practical, and to see the potential effect resulting tasks. Subject of this research are students in grade VII.7 SMPN 55 Palembang. This research is design research in the type of development study consisting of preliminary and formative evaluation (methods). Produce of this research are 10 TIMSS – like mathematics tasks on the numbers content by using Context Kingdom of Sriwijaya are valid and practical, and has the potential effect on students' mathematical reasoning competencies, such as analyzing, integrating, making inferences, and give reasons. Moreover, it has the potential effect on student interest and seriousness of solving TIMSS – like mathematics tasks on the numbers content using Context Kingdom of Sriwijaya.
Pengembangan Media Pembelajaran Komik pada Materi Peluang di Kelas VIII
Liana Septy;
Yusuf Hartono;
Ratu Ilma Indra Putri
Didaktik Matematika Vol 2, No 2 (2015): Jurnal Didaktik Matematika
Publisher : Universitas Syiah Kuala
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This study aim to knowing the characteristics of comics learning media in probability matter were valid, practical and have potential effects. This study showed that the characteristic of comics learning media in probability matter was valid that 1) according to the curriculum 2013; 2) according with the concept and definition of probability in class VIII; 3) the material in comic according with the level of students in class VIII; 4) using context that understood by students; 5) the material clustered, sequenced and easy to use; 6) has a simple design and communicative; 7) the color composition was not excessive; 8) commands and instructions in comics were easy to understand; and 9) the phrased according with EYD. The characteristic of comics learning media in probability matter was practical that 1) easy to use, understandable and easy to carry everywhere; 2) can help students understanding the material; and 3) attracting students to learn mathematics. The comics learning media have a potential effect to make the students motivated and improve the ability of students’ knowlegde seen from the observations and the results of a questionnaire to students. Based on observations obtained 90% of students showed an attitude of curiosity and 56,67% of students showed interest in the usefulness of mathematics. Based on the result of questionnaires, 100% of students expressed interest in learning to use comics learning media in probability matter. Based on students attitude assessment, 91,1% of students earn a good rating. From the skills assessment, 96,67% of students earn a good rating and for students knowledge assessment, 91,67% of students earn good rating.
Konteks Kebudayaan Palembang untuk Mendukung Kemampuan Bernalar Siswa SMP pada Materi Perbandingan
Rahma Siska Utari;
Ratu Ilma Indra Putri;
Yusuf Hartono
Didaktik Matematika Vol 2, No 2 (2015): Jurnal Didaktik Matematika
Publisher : Universitas Syiah Kuala
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This study aims to support students’ proportional reasoning in comparison problems using Palembang culture as context and PMRI approached. Six students of 7th grade were participated. We used design research as research approach, a Hypothetical Learning Trajectory (HLT) was develop and a set of activities using Palembang culture as context, such as ketek’ fare, empek-empek’ price, lempok’ price. Theoretical development is driven by an iterative process of designing instructional activities, performing teaching experiments and conducting retrospective analysis in order to contribute to Local Instruction Theory (LIT) to support students’ proportional reasoning in comparison problem. Data collected by making video recording about actual teaching and learning in classroom, collecting students’ worksheet, giving pretest and posttest, interviewing students. The designed HLT compared Actual Learning Trajectory (ALT) during pilot experiment to analyze whether the students learned or did not learn from what we had designed in the instructional sequence. Retrospective analysis of pilot experiment showed that by using Palembang culture as context can support students’ proportional reasoning in middle school to solve comparison problems.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA POKOK BAHASAN SEGITIGA MENGGUNAKAN MACROMEDIA FLASH UNTUK SISWA KELAS VII SMP
Meilani Safitri;
Yusuf Hartono;
Somakim Somakim
Jurnal Pendidikan Vol. 14 No. 2 (2013)
Publisher : LPPM Universitas Terbuka
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DOI: 10.33830/jp.v14i2.358.2013
The purpose of the research is to produce media-based math learning macromedia flash on the subject of the triangle in the junior class VII valid and practical for her then experimented to see the potential effects of media-based learning macromedia flash triangle subject to students' understanding of concepts. The method used is the development of research that consists of three phases: analysis, design, and evaluation. Obtained from testing the potential effects of instructional media using macromedia flash to the understanding of the concept of students is 78 in both categories. It can be concluded that the macromedia flash media-based learning subject that researchers develop effective triangle used in the learning of mathematics. Tujuan penelitian adalah menghasilkan media pembelajaran matematika berbasis macromedia flash pada pokok bahasan segitiga di kelas VII SMP yang valid dan praktis untuk kemudian mengujicobakannya guna melihat efek potensial media pembelajaran berbasis macromedia flash pokok bahasan segitiga terhadap pemahaman konsep siswa. Metode penelitian yang digunakan adalah development research yang terdiri dari tiga tahapan yaitu analisis, desain, dan evaluasi. Dari ujicoba diperoleh potensial efek media pembelajaran menggunakan macromedia flash terhadap pemahaman konsep siswa yaitu 78 dalam kategori baik. Sehingga dapat disimpulkan bahwa media pembelajaran berbasis macromedia flash pokok bahasan segitiga yang peneliti kembangkan efektif digunakan pada pembelajaran matematika.
Inovasi “Jebol” Akta Kelahiran Pada Dinas Kependudukan dan Pencatatan Sipil Kabupaten Musi Banyuasin
Listina Tri Dharmayanti;
Bambang Suprihatin;
Yusuf Hartono
Publikauma : Jurnal Administrasi Publik Universitas Medan Area Vol 8, No 2 (2020): Desember 2020
Publisher : Universitas Medan Area
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DOI: 10.31289/publika.v8i2.3824
Penelitian ini bertujuan untuk menggambarkan bentuk inovasi layanan Dinas Kependudukan dan Pencatatan Sipil dalam meningkatkan kualitas pelayanan registrasi penduduk, terutama untuk penduduk kelompok usia 0-17 tahun. Berdasarkan publikasi Kementerian Pemberdayaan Perempuan dan Anak Tahun 2019, disebutkan bahwa populasi penduduk yang berusia 0-17 tahun atau anak mendominasi sebanyak 32,24 %, sehingga perlu dilaksanakan registrasi penduduk dalam bentuk akta kelahiran. Metode penelitian yang digunakan ialah penelitian kualitatif dengan pendekatan studi kasus, Pengumpulan data dilakukan dengan dokumentasi dan wawancara, kemudian dianalisis secara deskriptif berdasarkan pengamatan secara induktif pada data dan hasil wawancara. Adapun hasil penelitian menunjukkan bahwa Dinas Kependudukan dan Pencatatan Sipil Kabupaten Musi Banyuasin telah mengembangkan inovasi pada pelayanan dinamis atau door to door dengan melaksanakan program Jebol “Jemput Bola” Penerbitan Akta Kelahiran yang bekerjasama dengan pelayanan lain dan komunitas masyarakat yaitu rumah sakit bersalin, klinik, dan forum kerjasama antar gereja untuk mendukung fungsi Dinas Kepedudukan dan Pencatatan Sipil dalam catatan Sipil. Dengan faktor pendukung yakni prosedur pelayanan yang sistematis, komitmen stakeholder dan kemauan masyarakat, dan faktor penghambat yakni keterbatan sistem informasi dan teknologi yang digunakan dan sosialisasi jadwal pelayanan kepada masyarakat.Kata Kunci: Registrasi Penduduk; Dinas Kependudukan dan Pencatatan Sipil; Jemput Bola.
Belajar Pencerminan dengan Menggunakan Permainan Bom-Boman di Kelas VII
Sri Hartati;
Zulkardi Zulkardi;
Yusuf Hartono
JRPM (Jurnal Review Pembelajaran Matematika) Vol. 3 No. 1 (2018)
Publisher : Department of Mathematics Education, Faculty of Tarbiyah and Teacher Training, UIN Sunan Ampel Surabaya
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DOI: 10.15642/jrpm.2018.3.1.49-61
This study produces a learning trajectory in transformation geometry, specifically on reflection using a game called “bom-boman”. This study using PMRI, the Indonesian version of realistic mathematics education. Subjects of this study are 36 seventh grade students of SMP Negeri 24 Palembang. This study using a design research approach with conducted in three stages: preliminary design, the design experiment (pilot experiment & teaching experiment), and retrospective analysis. Data were collected by observations, interviewing the student, collecting student worksheet, and documentation of classroom event and group works. Hypothetical Learning Trajectory (HLT) has been designed then compared to Actual Learning Trajectory (ALT) during the learning process. Retrospective analysis shows that student’s learning trajectories using the game help students to understand transformation geometry in reflection.