Salsabila, Nilza Humaira
Mathematics Education Department, Faculty Of Teacher Training And Education, Universitas Mataram. Jl. Majapahit No. 62, Mataram, West Nusa Tenggara, 83115

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IMPLEMENTASI LESSON STUDY FOR LEARNING COMMUNITY MGMP MATEMATIKA SMP KECAMATAN SANDUBAYA MATARAM Sripatmi Sripatmi; Ratih Ayu Apsari; Nourma Pramestie Wulandari; Ulfa Lu'luilmaknun; Nilza Humaira Salsabila
Jurnal Pendidikan dan Pengabdian Masyarakat Vol. 4 No. 3 (2021): Agustus
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (277.342 KB) | DOI: 10.29303/jppm.v4i3.2778

Abstract

Lesson Study for Learning Community (LSLC) merupakan salah satu usaha pembinaan pada profesi pendidik, yang menekankan pentingnya pengkajian pembelajaran secara kolaboratif dan berkesinambungan berlandaskan prinsip-prinsip kolegalitas dan mutual learning untuk membangun komunitas belajar. Tujuan yang ingin dicapai melalui kegiatan Implementasi LSLC ini adalah meningkatkan pemahaman dan keterampilan guru Matematika SMP yang tergabung dalam MGMP pokja Cakranegara-Sandubaya Mataram berkaitan dengan: i) pengertian dan fungsi, serta praktik LSLC; ii) dalam merancang (plan), melaksanakan (do), refleksi (see), dan re-design pembelajaran; iii) membangun kolegialitas antar guru-guru matematika SMP dalam membelajarkan peserta didik melalui tukar pengalaman melalui Implementasi LSLC. Kegiatan ini menggunakan beberapa metode, yaitu: Ceramah, Tanya jawab, Simulasi, Diskusi, serta melakukan pendampingan saat guru-guru matematika melaksanakan tahapan LSLC secara luring dan daring dalam 2 siklus. Hasil dari kegiatan pengabdian dapat menambah pemahaman dan keterampilan peserta pada: i) pengertian dan fungsi, serta praktik LSLC; ii) membuat dan menggunakan aplikasi komunikasi digital dalam kegiatan pembelajaran daring dan memanfaatkan aplikasi komunikasi digital tersebut dalam Implementasi LSLC; iii) kegiatan plan, do, see, dan re-design pembelajaran seperti yang diatur di kurikulum tahun 2013 dan instruksi menteri Pendidikan dan Kebudayaan; iv) peningkatan kolegialitas antar guru-guru matematika SMP yang tergabung dalam pokja Cakranegara-Sandubaya Mataram dalam membelajarkan peserta didik melalui tukar pengalaman.
How to Determine The Quality of Game-Based Media for Mathematics Learning? Riska Ayu Ardani; Ariska Kurnia Rachmawati; Nilza Humaira Salsabila; Fitri Ayu Ningtiyas
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v5i1.4830

Abstract

Development research has become one of the popular studies in the 5.0 society era. Technological sophistication is a driving factor for educators and researchers to create shopisticated learning media. Technology-based learning media comes with their own uniqueness, one of which is game-based media (GBM). GBM has changed students’ perception that learning can be done by playing game. Before GBM is  applied in the learning process, it is necessary to evaluate the media. This is intended so that GBM has good quality. GBM with high quality can improve its functions as a learning media. On the other hand, GBM can not only present an element of fun learning, but can also have a positive influence on the cognitive, affective, or psychomotor aspects of students. This literature review research provides theory for educators and other researcher to asses GBM. Overall, there are four aspects that need to be assessed in determining quality of game-based media, validity, practicality, effectiveness, and sophistication. Abstrak Riset pembangunan menjadi salah satu kajian yang populer di era masyarakat 5.0. Kecanggihan teknologi menjadi faktor pendorong bagi para pendidik dan peneliti untuk menciptakan media pembelajaran yang canggih. Media pembelajaran berbasis teknologi hadir dengan keunikan tersendiri, salah satunya adalah media berbasis game (GBM). GBM telah mengubah persepsi siswa bahwa belajar dapat dilakukan dengan bermain game. Sebelum GBM diterapkan dalam proses pembelajaran, perlu dilakukan evaluasi media. Hal ini dimaksudkan agar GBM memiliki kualitas yang baik. GBM dengan kualitas tinggi dapat meningkatkan fungsinya sebagai media pembelajaran. Di sisi lain, GBM tidak hanya dapat menghadirkan unsur pembelajaran yang menyenangkan, tetapi juga dapat memberikan pengaruh positif terhadap aspek kognitif, afektif, atau psikomotor siswa. Penelitian tinjauan pustaka ini memberikan teori bagi pendidik dan peneliti lain untuk menilai GBM. Secara keseluruhan, ada empat aspek yang perlu dinilai dalam menentukan kualitas media berbasis game, validitas, kepraktisan, efektivitas, dan kecanggihan.
Analisis Kesalahan Siswa dalam Menyelesaikan Soal Cerita Matematika Materi Pola Bilangan dengan Analisis Kesalahan Newman Ditinjau dari Inteligensi Siswa Nyoman Arya Sejati; Baidowi Baidowi; Nilza Humaira Salsabila; Muhammad Turmuzi
Griya Journal of Mathematics Education and Application Vol. 3 No. 2 (2023): Juni 2023
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v3i2.318

Abstract

The purpose of this study was to describe the types and levels of errors made by class VIII B students of SMPN 1 Mataram when solving math word problems on number patterns based on Newman's error analysis in terms of student intelligence. The type of research used in this research is mixed methods. The strategy used in this study is the concurrent triangulation strategy. The sampling technique used purposive sampling, so that Class VIII B students were selected with a total of 36 students. Methods of data collection through intelligence tests, story tests with number patterns material, and interview tests. The researcher chose two students from each intelligence category to be the research subjects. The data analysis technique used in this research is descriptive statistics technique for quantitative data, then for qualitative data using the Miles and Huberman model. The following are the results of the study showing the types and levels of errors of students with intelligence (1) below average, (2) average, (3) above average who make errors in reading, understanding, question transformation, processing skills, and writing answers successively are (1) 15% (very low), 38% (low), 49% (moderate), 72% (high), 68% (high); (2) 6% (very low), 19% (low), 33% (low), 57% (moderate), 39% (low); (3) 10% (very low), 26% (low), 28% (low), 47% (moderate), 30% (low).
Analisis Kebutuhan LKPD Berbasis Model Problem Based Learning Pada Pembelajaran Matematika SMP Nilza Humaira Salsabila; Sripatmi Sripatmi; Ratna Yulis Tyaningsih; Dwi Novitasari; Tabita Wahyu Triutami
EVOLUSI: JOURNAL OF MATHEMATICS AND SCIENCES Vol 7 No 1 (2023): April 2023
Publisher : Fakultas MIPA Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/evolusi.v7i1.1686

Abstract

The purpose of this research is to describe the results of the analysis of the needs of junior high school mathematics teachers towards the development of problem-based learning worksheet learning media to improve the numeracy skills. This research is part of development research which consists of 3 phases based on Plomp namely, Preliminary Research phase, Development phase, and Assessment phase. This research is in the Preliminary Research phase to analyze the needs of product or media development. The product developed in this study is a worksheet learning media based on the Problem Based Learning model. The subjects in this study were 18 junior high school math teachers, consisting of 10 males and 8 females. The data collection technique used in this study is a non-test technique using a research instrument in the form of a questionnaire. The questionnaire compiled is related to the needs of junior high school mathematics teachers for the development of problem-based learning worksheets. The results of the study show that the mathematics teacher agrees that Problem-Based Learning-based LKDP learning media needs to be developed to assist in improving students' numeracy skills.
Pelatihan Pembuatan Alat Peraga Kreatif Berbasis Lingkungan pada Pembelajaran Materi Bilangan Bagi Guru-Guru SD Gugus IV Kecamatan Sekarbela Azmi, Syahrul; Soepriyanto, Harry; Arjudin, Arjudin; Wulandari, Nourma Pramestie; Salsabila, Nilza Humaira
Rengganis Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2024): Mei 2024
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v4i1.441

Abstract

Kegiatan pengabdian kepada masyarakat ini berupa pelatihan pembuatan alat peraga matematika kreatif dengan menggunakan bahan lingkungan sekitar bagi guru-guru SD Gugus IV Kecamatan Sekarbela. Kegiatan ini perlu dilakukan mengingat banyak para guru yang kesulitan membuat dan menggunakan alat peraga yang sesuai dalam pembelajaran matematika. Tujuan pelaksanaan kegiatan ini adalah a) mendeskripsikan pengetahuan para guru tentang alat peraga serta penggunaannya, b) memberikan gambaran tentang bermacam-macam bahan yang dapat digunakan untuk membuat alat peraga dalam pembelajaran materi bilangan, c) memberikan pelatihan tentang cara pembuatan dan penggunaan alat peraga dengan memanfaatkan lingkungan sekitar yang digunakan dalam pembelajaran materi bilangan bulat, dan (d) untuk mengetahui respon para guru terhadap kegiatan pengabdian yang dilakukan. Metode yang digunakan adalah berupa ceramah, demonstrasi, pemberian tes (pretest dan postest), dan pemberian angket. Dari hasil kegiatan, didapatkan data tentang nilai rata-rata hasil pretest dan posttest berturut-turut yaitu 67,3 dan 81,0. Terjadi peningkatan nilai rata-rata hasil test sebesar 13,7 Sedangkan data tentang respon peserta pengabdian adalah semua peserta pengabdian merasakan manfaat setelah mengikuti kegiatan pengabdian, para peserta mendapatkan tambahan pengetahuan dan keterampilan tentang cara membuat dan menggunakan alat peraga dalam pembelajaran matematika. Hasil yang diperoleh para peserta diharapkan dapat diterapkan dan disebarluaskan pada teman-teman sejawatnya dalam rangka menunjang profesionalisme dan meningkatkan kualitas pembelajaran matematika.
Bukti yang Membuktikan dan Bukti yang Menjelaskan dalam Kelas Matematika Hamdani, Deni; Junaidi, J.; Novitasari, Dwi; Salsabila, Nilza Humaira; Tyaningsih, Ratna Yulis
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 4 No. 2: July 2020
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/e-saintika.v4i2.253

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Tujuan penelitian ini adalah mendeskripsikan secara komprehensif perbedaan bukti yang membuktikan dan bukti yang menjelaskan berdasarkan pertimbangan implikasi kedua bukti tersebut sebagai dasar konstruksi penalaran dan bukti dalam matematika. Kajian dijalani dengan kegiatan menguraikan perbedaan spesifik antara keduanya serta memberikan contoh kasus kedua bukti, dan memberikan justifikasi atas pentingnya pengenalan kedua bukti dalam kelas matematika. Kedua bukti digambarkan dengan permasalahan konsep barisan bilangan ganjil. Bukti yang membuktikan hanya menunjukkan dengan menggunakan induksi matematis, sementara bukti yang menjelaskan menunjukkan dengan bukti Gauss, representasi geometrik bangun titik, dan garis zig-zag. Perbedaan antara keduanya tampak pada pemberian alasan yang berasal dari bukti itu sendiri. Hasil kajian mengindikasikan bahwa peran bukti dalam kelas matematika pada tingkat perguruan tinggi adalah membuktikan/meyakinkan, pada tingkat menengah atas adalah membuktikan dan menjelaskan, dan pada tingkat sekolah menengah pertama dan dasar peran utamanya adalah menjelaskan. Akibatnya bukti matematis tidak hanya membuktikan/menyakinkan, melainkan juga menjelaskan. Karenanya penting mempertimbangkan implikasi bukti dalam kurikulum matematika di sekolah, serta perlunya menyajikan bab materi kepada mahasiswa pendidikan matematika tidak hanya bukti yang membuktikan, melainkan juga bukti yang menjelaskan.Proofs that Prove and Proofs that Explain in Mathematics ClassroomAbstractThe purpose of this study was to comprehensively describe the differences of the proofs that prove and proofs that explain based on the consideration of the implications of the two proofs as the basis for the construction reasoning and proofs in mathematics. The study was undertaken with the activity of describing the specific differences between the two and providing examples of cases of both proofs; and provide justification for the importance of introducing both proofs in mathematics classrooms. Both proofs are illustrated by the problem of the odd number sequence concept. Proofs that prove is only shown using mathematical induction, while proofs that explain shows with Gaussian proof, a geometric representation of point shape, and zigzag line. The difference between the two appears to be the reasoning that comes from the proof itself. The results of the study indicate that the role of proof in mathematics classes at the tertiary level is proving/convincing, at the senior secondary level it is proving and explaining, and at the junior and elementary school level its main role is explaining. As a result, mathematical proof does not only prove/convince, but also explain. It is therefore important to consider the implications of proof in the mathematics curriculum in schools, as well as the need to present chapter materials to mathematics education students not only proofs that prove but also proof that explain.
Ethnomathematics Learning Media Based on Augmented Reality in Geometry to Improve Numeracy Skills Salsabila, Nilza Humaira; Wulandari, Nourma Pramestie; Kurniawan, Eka
Al-Khawarizmi Vol 8, No 1 (2024): Al Khawarizmi: Jurnal Pendidikan dan Pembelajaran Matematika
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jppm.v8i1.23428

Abstract

The purpose of this research is to describe the validity of the learning media that have been developed for mathematical learning. The learning media developed were based on augmented reality to improve numeracy skills. This media also contains elements of ethnomathematics. This research is a development research using the Plomp design research model. As for one of the media criteria, it is considered eligible if it meets the valid criteria. The results of the research showed that the media expert rating showed very good classification with an average score of 50. The material expert rating indicated good classification with an average rating of 30.5. Based on the results of the research, it can be said that the learning media is declared valid.
Online Learning Obstacles for Mathematics Education Students During Pandemic Salsabila, Nilza Humaira; Lu'luilmaknun, Ulfa; Triutami, Tabita Wahyu; Wulandari, Nourma Pramestie
Al-Khawarizmi Vol 5, No 2 (2021): Al Khawarizmi: Jurnal Pendidikan dan Pembelajaran Matematika
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jppm.v5i2.11544

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The aim of this study is to explain how the obstacles experienced by mathematics education students through online learning during the pandemic. This research is descriptive research. Respondents in this study were students of mathematics education at the University of Mataram, amounting to 126 people. The data in this study were obtained through a questionnaire and analyzed by descriptive statistics. The results showed that most of the obstacles experienced by students were in terms of internet networks and inadequate devices. In addition, students also have difficulty understanding lecture material online and feel that their motivation and interest in learning has decreased during the pandemic.
Interactive Multimedia Oriented to The Mathematical Numeracy Skills of Junior High School Students Salsabila, Nilza Humaira; Baidowi, Baidowi; Azmi, Syahrul; Lu'luilmaknun, Ulfa
Al-Khawarizmi Vol 6, No 2 (2022): Al Khawarizmi: Jurnal Pendidikan dan Pembelajaran Matematika
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jppm.v6i2.15118

Abstract

This study aims to describe the validity of multimedia developed in junior high school mathematics learning. The multimedia developed is in the form of interactive multimedia with the local context of Lombok Island. Multimedia development is oriented towards mathematical numeracy skills in the material of probability. This research is development research using a design research model by Plomp which consists of 3 stages, namely Preliminary Research, Development or Prototyping Phase, and Assessment Phase. One of the criteria for multimedia to be said to be feasible is to meet the valid criteria. This study uses a multimedia validation sheet by media experts and material experts to assess the validity of the product. The results showed that the media expert's average score was 109 with a very good classification and the material expert's average score was 80 with a very good classification. So it can be concluded that the developed multimedia meets the valid criteria.
FAKTOR-FAKTOR AFEKTIF YANG MEMPENGARUHI PEMAHAMAN KONSEP MATEMATIKA SISWA SEKOLAH MENENGAH Lu'luilmaknun, Ulfa; Salsabila, Nilza Humaira; Tyaningsih, Ratna Yulis
Mathematics Education And Application Journal (META) Vol 3, No 2 (2021)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (140.126 KB) | DOI: 10.35334/meta.v3i2.2398

Abstract

  This study aims to discuss several research results regarding the understanding of mathematical concepts that are influenced by affective factors possessed by high school students. Sources of data obtained from 9 research results consisting of 3 results of research on the effect of independent learning on students' understanding of mathematical concepts, and 3 results of research on the effect of self-confidence on students' understanding of mathematical concepts. From several research results, it can be concluded that motivation, learning independence, and self-confidence partially affect the understanding of high school students' mathematical concepts.Keywords: Mathematic Concept Understanding, Motivation, Self-regulated Learning, Self-confidence Tujuan dari penelitian ini yaitu untuk membahas beberapa hasil penelitian mengenai pemahaman konsep matematika yang dipengaruhi oleh beberapa faktor afektif yang dimiliki oleh siswa sekolah menengah. Sumber data diperoleh dari 9 hasil penelitian yang terdiri dari 3 hasil penelitian mengenai pengaruh motivasi belajar terhadap pemaham konsep matematika siswa, 3 hasil penelitian mengenai pengaruh kemandirian belajar terhadap pemaham konsep matematika siswa, dan 3 hasil penelitian mengenai pengaruh kepercayaan diri terhadap pemaham konsep matematika siswa. Dari beberapa hasil penelitian, dapat disimpulkan bahwa motivasi belajar, kemandirian belajar, dan kepercayaan diri berpengaruh secara parsial terhadap pemahaman konsep matematika siswa sekolah menengah. Kata kunci: Pemahaman Konsep Matematika, Motivasi Belajar, Kemandirian Belajar, Kepercayaan Diri