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All Journal Jurnal Pendidikan Matematika Kreano, Jurnal Matematika Kreatif-Inovatif JIPM (Jurnal Ilmiah Pendidikan Matematika) Jurnal Elemen Union: Jurnal Ilmiah Pendidikan Matematika Wacana Akademika : Majalah Ilmiah Kependidikan Journal of Mathematics and Mathematics Education (JMME) JMPM: Jurnal Matematika dan Pendidikan Matematika Jurnal SOLMA JTAM (Jurnal Teori dan Aplikasi Matematika) Theorems (The Original Research of Mathematics) Jurnal Inventa Buana Pendidikan: Jurnal Fakultas Keguruan dan Ilmu Pendidikan Unipa Surabaya COMPTON: Jurnal Ilmiah Pendidikan Fisika Psychology, Evaluation, and Technology in Educational Research EDUKATIF : JURNAL ILMU PENDIDIKAN Journal of Authentic Research on Mathematics Eduacation (JARME) Abdi Wiralodra : Jurnal Pengabdian Kepada Masyarakat Southeast Asian Mathematics Education Journal Journal of Instructional Mathematics Ethnomathematics Journal Fraktal: Jurnal Matematika dan Pendidikan Matematika Jurnal Warta Desa (JWD) Unnes Journal of Mathematics Education INSANIA : Jurnal Pemikiran Alternatif Kependidikan Tamansiswa International Journal in Education and Science (TIJES) Journal of Medives: Journal of Mathematics Education IKIP Veteran Semarang International Journal of Mathematics and Mathematics Education (IJMME) Journal of Community Service (JCOS) JIPI (Jurnal IPA dan Pembelajaran IPA) IndoMath: Indonesia Mathematics Education Kanigara SIGMA DIDAKTIKA: Jurnal Pendidikan Matematika Jurnal Pengembangan Pembelajaran Matematika Jurnal Pendidikan Progresif Mathematics Education Journal Journal on Mathematics Education
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Development of Discrete Mathematics Teaching Materials to Improve Critical Thinking Skill Mathematics of Prospective Teacher Denik Agustito; Krida Singgih Kuncoro; Deri Fathurahman Arif
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 10 No 3 (2022)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v10i3.13613

Abstract

Matematika diskrit merupakan bagian dari ilmu matematika yang wajib dan penting diketahui oleh mahasiswa dikarenakan dapat melatih dan mengembangkan daya berpikir abstrak, melatih logika berpikir, dan melatih analisis pemecahan suatu masalah sehingga mereka terbiasa memecahkan permasalahan di bidang matematika secara kritis dan rasional. Tujuan dalam penelitian ini adalah untuk mengetahui proses pengembangan bahan ajar pada mata kuliah matematika diskrit untuk meningkatkan kemampuan berpikir kritis matematis mahasiswa calon guru. Jenis penelitian yang digunakan dalam adalah Research and Development (R&D) dengan model penelitian 4-D Thiagarajan yang terdiri dari 4 tahap yaitu Define, Design, Development, dan Disseminate. Diharapkan hasil penelitian ini dapat memberikan sumbangan dan masukan berarti bagi dosen dan mahasiswa pada civitas akademika Universitas Sarjanawiyata Tamansiswa terutama pada program studi Pendidikan Matematika.
Interactive Math Path: Permainan Ular Tangga Berbasis Etnomatematika Rani Puspita; Elfrida Yani; Kholifah Dinnisa; Betty Kusumaningrum; Krida Singgih Kuncoro; Annis Deshinta Ayuningtyas; Muhammad Irfan
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 10 No 1 (2022)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v10i1.12139

Abstract

This research is a learning media development research that aims to produce an online snake and ladder learning media "Interactive Mathematics Path" on the Bangun Datar material using an ethnomathematical approach. The method used in this study is the Research and Development (R&D) method by adapting the 4D (four-D) development model. However, at the implementation stage, this research only reached the development stage by producing products that have been tested for validity and practicality. This research was conducted through four stages, namely (1) Defining, by analyzing the needs in learning, such as problem analysis, student analysis, concept analysis and analysis of learning objectives. (2) Design, by making prototypes (initial drafts of learning media) and research instruments. (3) Developing, by testing the product by validators and by students on a limited basis, then making improvements. The results of the validation of the learning media "Interactive Mathematics Path" are feasible with a slight revision and the percentage is 91.1%. The results of the limited trial show that the product of practice is used in learning with an average percentage of 88.4%.
Pengembangan Kuis dan Game Edukasi Menggunakan Wordwall pada Pembelajaran Daring Pertidaksamaan Nilai Mutlak Bentuk Linier Martiwi Parisa; I Nyoman Arcana; Agustinus Eko Susetyo; Krida Singgih Kuncoro
Jurnal THEOREMS (The Original Research of Mathematics) Vol 7, No 2 (2023)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/th.v7i2.4351

Abstract

Banyak permasalahan yang terjadi dalam proses pembelajaran, terutama pada media pembelajaran berbasis teknologi yang digunakan, peneliti bermaksud untuk mengembangkan media pembelajaran yaitu pengembangan kuis dan game edukasi menggunakan Wordwall pada pembelajaran pertidaksamaan nilai mutlak bentuk linier. Tujuan penelitian ini adalah (1) untuk mengembangkan kuis dan game edukasi menggunakan Wordwall,  dan (2) untuk mengetahui kelayakan produk tersebut dari hasil validasi. Metode penelitian yang digunakan adalah Model ADDIE. Metode pengumpulan data yang digunakan adalah kuesioner. Data dianalisis dengan teknik deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa kuis dan game edukasi menggunakan Wordwall telah dikembangkan mengikuti Model ADDIE yang meliputi lima langkah, yaitu: (1) analisis, (2) perancangan, (3) pengembangan, (4) implementasi, dan (5) evaluasi. Hasil validasi menunjukkan bahwa (1) ahli materi menilai pengembangan media ini sangat layak dengan rata-rata persentase 77%, dan (2) ahli media memperoleh rata-rata persentase 77,33%  berkualifikasi layak.  Pada tahap implementasi memperoleh skor rata-rata pada uji coba terbatas sebesar 78,67% (termasuk kategori sangat menarik) dan uji coba lapangan utama sebesar 84,14% (termasuk kategori sangat menarik sekali); dan diperoleh korelasi yang positif dan signifikan antara skor angket respons peserta didik dan  skor hasil belajar melalui kuis (r = 0,641 signifikan pada taraf signifikansi 5%). Implikasinya. kuis dan game yang dihasilkan melalui penelitian ini dapat digunakan sebagai sarana pembelajaran. Oleh karena itu, disarankan kepada guru untuk mengembangkan kuis dan game menggunakan aplikasi Wordwall untuk materi  lainnya.
Pengembangan Kuis dan Game Edukasi Menggunakan Wordwall pada Pembelajaran Daring Materi Persamaan Nilai Mutlak Bentuk Linear Ilmi Inayati; I Nyoman Arcana; Agustinus Susetyo; Krida Singgih Kuncoro
WACANA AKADEMIKA: Majalah Ilmiah Kependidikan Vol 7 No 1 (2023): Mei 2023
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to produce and determine the feasibility and attractiveness of educational quizzes and games using Wordwall, as well as the correlation between student responses and learning outcomes that are suitable for online learning on Linear Form Absolute Value Equations for grade 10. The research method used is the Research and Development (R&D) method with the ADDIE model, consisting of 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. The expert validators consist of 2 mathematics education lecturers and 1 mathematics teacher. The research was conducted at MAN 2 Brebes with 40 grade 10 students. Data collection techniques used were product validation questionnaires, student response questionnaires, and quizzes in test form. The results of the material and media expert validation questionnaires on educational quizzes and games obtained an average feasibility percentage of 77.67% and 74.67%, categorized as "Feasible". The data analysis technique used is the feasibility percentage analysis and correlation analysis. The results showed that the product development of quizzes and educational games using Wordwall in online learning the absolute value equation for the linear form of class X was feasible to use. The implication is that the educational games and quizzes developed can be used as teaching materials; and teachers are advised to make educational games and quizzes for other subjects.
The Effect of Module-Assisted Direct Instruction on Problem-Solving Ability Based on Mathematical Resilience Krida Singgih Kuncoro; Dadang Juandi
Jurnal Pendidikan Matematika IKIP Veteran Semarang Vol 7 No 1 (2023): Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang
Publisher : Urogram Studi Pendidikan Matematika, Universitas IVET

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (328.31 KB) | DOI: 10.31331/medivesveteran.v7i1.2137

Abstract

Mathematical resilience is necessary for learning mathematics because the nature and impression of mathematics is a complex subject for most students. This study aimed to determine the effect of the module-assisted Direct Instruction model and mathematical resilience on the problem-solving abilities of prospective teacher students at a private university in Yogyakarta. This research is a quantitative descriptive study with a quasi-experimental design of the nonequivalent control group design type. The sample used was 40 students divided into 19 students in the experimental class, namely the class that received the module-assisted Direct Instruction learning model, and 21 students in the control class, namely the class that received the Expository learning model. The data collection technique is done by giving a mathematical resilience questionnaire. The data analysis technique used quantitative descriptive analysis techniques. The results also show that the Direct Instruction learning model assisted by the module effectively supports problem-solving abilities controlled by the variable of mathematical resilience in discrete mathematics lectures.
Examining students' cognitive processes in solving algebraic numeracy problems: A Phenomenology study Monika Agnes Henny Kinanti; Imam Sujadi; Diari Indriati; Krida Singgih Kuncoro
Jurnal Elemen Vol 9 No 2 (2023): July
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v9i2.13266

Abstract

Problem-solving can be understood as a cognitive process in which students know facts, processes, concepts, and procedures and then apply the knowledge to solve problems in real situations. Indonesia’s national average achievement of numeracy skills in 2021, the cognitive process of competence reasoning is higher than the competencies of knowing and applying. This study aims to analyze students' cognitive processes in solving numeration problems related to the algebraic domain. The algebraic domain in this study is limited to competencies in making generalizations from patterns in number sequences and object configuration sequences. This research was conducted qualitatively with a phenomenological design using three high-category and three low-category students to achieve data saturation. The supporting instruments are students' answers and interview results related to the algebraic domain. This study concluded that students' cognitive processes in solving numeracy problems associated with the algebraic domain in the high and low categories have different descriptions. This difference in intelligence has an impact when solving math problems. This research can help enrich the understanding of students' cognitive processes and contribute to the development of better mathematics learning strategies and curricula.
An Empirical Study of Merdeka Belajar Kampus Merdeka Program's Impact on Soft Skills Development among University Students Krida Singgih Kuncoro; Betty Kusumaningrum; Fitria Sulistyowati; Iffatul Ulya; Dhimas Nur Setyawan; Wuryan Tri Kartiko
Buana Pendidikan Jurnal Fakultas Keguruan dan Pendidikan Universitas PGRI Adi Buana Surabaya
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/bp.vol19.no2.a7293

Abstract

This empirical study aims to investigate the impact of the Merdeka Belajar Kampus Merdeka (MBKM) program on the development of students' soft skills in universities. The MBKM program, introduced by the Indonesian government, aims to enhance students' soft skills and prepare them for the challenges of the professional world. The study employs both quantitative and qualitative approaches to gather data from students who have participated in the MBKM program across various universities in Indonesia. The research findings reveal that the MBKM program has a significant impact on the development of students' soft skills. Out of the 83 respondents who participated in the program, 85% reported an improvement in their soft skills after participating in MBKM. Specifically, the program was found to enhance students' communication, empathy, socialization, creativity, problem-solving, and cultural respect abilities. The study highlights that students with work experience tend to have more developed soft skills.
Understanding quantified statements in mathematics learning at the university Denik Agustito; Dafid Slamet Setiana; Heru Sukoco; Krida Singgih Kuncoro
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 3 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i3.16105

Abstract

The objective is to provide knowledge for pure mathematics and mathematics education students to understand quantified statements so that they can easily comprehend the meaning of mathematical propositions and facilitate their proof. The method used in this research is a literature review by collecting various sources such as books or scientific writings related to the logic used to understand mathematics, specifically related to quantifiers, both universal and existential quantifiers. When mathematics and mathematics education students understand the quantified statement ∀x[Px], what they do is take any (cannot choose specific) x, and it must be proven that x satisfies property P. Then, to understand the quantified statement ∃x[Px], what is done is to choose (at least one) x, and it must be proven that x satisfies property P. When mathematics and mathematics education students understand the multi-quantifier statement ∀x∃y[P(x,y)], what is done is to take any (cannot choose specific) x, then find (at least one) y (depending on x), and x, y must satisfy property P. Then, to understand the multi-quantifier statement ∃y ∀x[P(x,y)] or ∃y [P(x,y)∀x], what is done is to choose y (independent of x) and it must be proven that y satisfies property P along with all x.
Pemanfaatan Videoscribe Dalam Peningkatan Kompetensi Guru Tri Astuti Arigiyati; Betty Kusumaningrum; Krida Singgih Kuncoro
Kanigara Vol 1 No 1 (2021): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v1i1.3097

Abstract

The learning media used by teachers are still relatively simple, such as student worksheets and student books published by the Ministry of Education and Culture and PowerPoint and learning videos that are already on YouTube. Not yet found a teacher who uses VideoScribe and PowerPoint-based multimedia. The majority of PowerPoints are only used as a media presentation with simple features. Learning with the media used by teachers is still not too exciting for students' attention. Students assume that the learning media used by teachers have nothing new that makes students interested in understanding the subject matter. The impact that occurs is the lack of interest, motivation, and enthusiasm of students in participating in learning; consequently, student learning achievement is still below the KKM. The solution to the problem offered is related to the existing problem is the implementation of training activities and mentoring the development of learning media based on Sparkol VideoScribe for Muhammadiyah 4 Yogyakarta Middle School teachers. The effectiveness of this training was measured by the effectiveness questionnaire and the number of teachers who can use VideoScribe.
Pelatihan Pembuatan Media Pembelajaran Berbasis Smartphone bagi Guru SD Muhammadiyah Girikerto Tri Astuti Arigiyati; Krida Singgih Kuncoro; Betty Kusumaningrum
Kanigara Vol 1 No 2 (2021): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v1i2.4022

Abstract

Penggunaan media dalam pembelajaran sangat berpengaruh terhadap pemahaman siswa. Terlebih lagi pada masa pandemi Covid-19 di mana semua proses pembelajaran disampaikan secara daring (online) sehingga guru harus mampu menyampaikan materi dengan efektif dan efisien. Media pembelajaran yang digunakan di SD Muhammadiyah Girikerto masih sangat sederhana, seperti LKS, buku siswa dan PowerPoint. Berdasarkan observasi dan wawancara dengan kepala sekolah SD Muhammadiyah Girikerto penggunaan media pembelajaran berbasis IT belum optimal. Hal ini dikarenakan keterbatasan teknologi informasi dalam mengakses media pembelajaran. Selain itu, beberapa guru juga masih kesulitan membuat media pembelajaran yang interaktif. Salah satu pembuatan media pembelajaran yang mudah yaitu menggunakan aplikasi KineMaster. Aplikasi ini dipergunakan untuk membuat video pembelajaran yang dapat diedit dan diputar berulang-ulang, sehingga peserta didik akan lebih mudah memahami materi yang disampaikan. Berdasarkan uraian di atas maka solusi permasalahan yang ditawarkan adalah dilaksanakannya kegiatan pelatihan dan pendampingan bagi guru di SD Muhammadiyah Girikerto dalam membuat media pembelajaran berbasis Smartphone Android khususnya dengan aplikasi KineMaster.
Co-Authors Ade Ayu Dwiguningtyas Agustin Zakkia Agustina Sri Purnami Agustinus Eko Susetyo Agustinus Susetyo Ainun Fachrunisa Almardhiyyah, Al Ainaa Ambar Dana Pangesti Amin Suyitno Anggun Apriliani Ani Widyawati Ani Widyawati, Ani Annis Deshinta Ayuningtyas Aprilia Nurul Chasanah Arif Usman Astuti Wijayanti Ayu Fitri Amalia Ayu Fitri Amalia Ayu Fitri Amalia, Ayu Fitri Betty Kusumaningrum Betty Kusumaningrum Betty Kusumaningrum Dadang Juandi Dafid Slamet Setiana Davet Nur Alviyan Denik Agustito Deri Fathurahman Arif Dhimas Nur Setyawan Diah Wulandari Diari Indriati Didi Suryadi Elfrida Yani Endang Sugiharti, Endang Esti Harini, Esti Fiki Alghadari Fitria Sulistyowati Fitriana, Laila Hapsari, Nadya Amalia Putri Harlita Hasbi Arsanti Hendriyanto, Agus I Nyoman Arcana Iffatul Ulya Ilmi Inayati Imam Sujadi Isnanik Juni Fitriyah Istiqomah istiqomah istiqomah Istiqomah Istiqomah Jarnawi Afgani Dahlan K Kustantini Kharisma Indah Lestari Kholifah Dinnisa Kusumaningrum, Betty Laila Fitriana Laily Rochmawati Listiyani Lestari, Ega Sri Lukman hakim muhaimin Luqmanul Hakim Martiwi Parisa Meilani, Nisa Meirani, Fajar Monika Agnes Henny Kinanti Muhaimin, Lukman Hakim Muhammad Irfan Muhammad Irfan muhammad irfan Muhammad Irfan Muhammad Tri Wijaya Nasution, Annio Indah Lestari Nia Kania Nia Kania Niken Hajar Indah Sari Nugraheni, Zahra Nurul Islamia , Almira Pangesti, Ambar Dana Pangesti, Istiqomah Poort, Elang Amadious Rani Puspita Rani Puspita Resti Yektyastuti, Resti Riawan Yudi Purwoko Ryopanintama Yuniar Putra S Sukiyanto Sahara, Sani Sain, Zohaib Hassan Sani Sahara Sarwanto Setyawan*, Dhimas Nur Sony Yunior Erlangga Sri Adi Widodo Sri Adi Widodo Sri Adi Widodo Sri Adi Widodo Sugiharti, Endang Sukiyanto Sukiyanto Sukiyanto, Sukiyanto Suyitno, Amin T. Tintia Taufik Hidayat Tiara Pramudianti Tri Astuti Arigiyati Tri Astuti Arigiyati Tri Astuti Arigiyati Tri Astuti Arigiyati, Tri Astuti Trisniawati Utami, Dika Rizky Nur Widowati Pusporini, Widowati Wuryan Tri Kartiko