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Mathematical Disposition of Students Through the Application of the CTL to Basic Statistics Lectures Hafizah Delyana; Nurhizrah Gistituati; Ali Asmar; Yerizon Yerizon; Armiati Armiati; Ramadoni Ramadoni; Melisa Melisa
KOLOKIUM Jurnal Pendidikan Luar Sekolah Vol 11, No 2 (2023): Kolokium : Publishing October 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/kolokium.v11i2.644

Abstract

Mathematical disposition is one aspect that influences a person's success in learning, because mathematical disposition is a person's attitude towards appreciating mathematics. This research aims to describe the mathematical disposition of students in the Mathematics Education Study Program at PGRI University of West Sumatra in the Basic Statistics course. The research subjects were 28 students from the class of 2021. The instruments used were a mathematics disposition questionnaire and interview sheets. Mathematical disposition is seen using 6 indicators, namely: 1) self-confidence, 2) curiosity, 3) feeling capable, 4) happy, diligent and diligent, 5) flexible, 6) reflective. The data analysis technique uses quantitative descriptive analysis techniques in the form of percentages. The results of this research show that learning outcomes have increased from the average pretest score (62) to posttest score (87). Based on the results of the Shapiro-Wilk statistical test, it was obtained that 0.03 was smaller than 0.05 and had a normal distribution, so the results of this research were acceptable and had a significant effect on students' mathematical disposition through the CTL approach.
Development of Flat Solid Figure Learning Design based Rejang Lebong Ethnomathematics Agung Setia Budi; Armiati; Edwin Musdi; Ali Asmar
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 7 No. 1 (2023)
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/numerical.v7i1.2790

Abstract

This study aims to produce a learning design for flat-sided geometry based on Rejang Lebong ethnomathematics to improve students' mathematical problem-solving skills that are valid, practical, and effective. It is motivated by the low ability to solve students’ mathematical problems. Mathematics learning carried out in schools should involve students actively. The research procedure is guided by the Plomp development design. The development model studied by Plomp is the initial investigation, development, prototyping, and research phases. In the initial investigation phase, the implementation of needs, curriculum, concept, and student analyses was implemented. In the prototype development phase, formative evaluation consists of self-evaluation, one-on-one evaluation, one-on-one evaluation, small group evaluation, and testing. Meanwhile, at the time of its application, it was tested on students of class VIII SMP to see the learning outcomes of the learning problem-solving abilities. Based on the development that has been carried out, it is obtained that the learning design of flat-sided geometry based on the Rejang Lebong ethnomathematics in the form of HLT, teacher's books, and books for class VIII SMP students are valid, practical, and effective.
Pemanfaatan Game Edukatif dalam Pembelajaran Matematika : Bagaimana Persepsi Siswa? Rhomiy Handican; Siti Riva Darwata; I Made Arnawa; Ahmad Fauzan; Ali Asmar
RANGE: Jurnal Pendidikan Matematika Vol. 5 No. 1 (2023): RANGE Juli 2023
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v5i1.4691

Abstract

Penelitian ini bertujuan untuk melihat persepsi siswa terhadap penggunaan game edukasi dalam pembelajaran matematika. Metode penelitian yang digunakan adalah kuantitatif deskriptif dengan melibatkan 150 siswa sebagai responden. Kuisioner persepsi digunakan dengan indikator Kepuasan, Keyakinan, Harapan, Preferensi, Penilaian, dan Pengalaman yang telah memenuhi validitas dan reabilitas instrumen. Analisis deskriptif digunakan untuk mengidentifikasi pola dan karakteristik dari data yang dikumpulkan dengan tujuannya adalah untuk menjelaskan fenomena yang diteliti dari segi statistik, dan bukan untuk menguji hipotesis. Berdasarkan hasil penelitian menunjukkan bahwa siswa merasa puas dan yakin bahwa penggunaan game edukasi dapat membantu meningkatkan pemahaman konsep matematika dan memotivasi mereka untuk belajar dengan harapan yang tinggi terhadap penggunaan game edukasi dalam pembelajaran matematika di masa depan. Sementara itu, preferensi siswa juga cukup tinggi dengan penilaian positif terhadap manfaat penggunaan game edukasi dalam meningkatkan pemecahan masalah matematika dan keterlibatan aktif dalam proses pembelajaran. Namun, beberapa siswa juga mengungkapkan kebutuhan akan panduan yang lebih jelas dalam menggunakan game edukasi serta penyesuaian konten game dengan kurikulum dan tingkat kesulitan yang sesuai. Oleh karena itu, penelitian ini merekomendasikan perlunya upaya dalam meningkatkan ketersediaan game edukasi yang sesuai agar manfaat penggunaan game edukasi dapat lebih optimal dalam pembelajaran matematika.
PENGEMBANGAN VIDEO INTERAKTIF MENGGUNAKAN MODEL CONTEXTUAL TEACHING AND LEARNING UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS Wahyuni Aflah Rambe; Edwin Musdi; Suherman Suherman; Ali Asmar
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.8538

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pemecahan masalah matematis peserta didik pada tes awal kemampuan pemecahan masalah. Guru belum sepenuhnya menggunakan media pembelajaran dengan menggunakan model teknologi dan model pembelajaran yang inovatif sebagai penunjang proses pembelajaran matematika. Penggunaan video interaktif dengan menggunakan model Contextual Teaching and Learning (CTL) merupakan salah satu upaya untuk memenuhi kebutuhan belajar anak dalam meningkatkan kemampuan pemecahan masalah matematis. Penelitian ini merupakan penelitian R&D (Research and Develompment) menggunakan model Plomp. Penelitian ini bertujuan untuk menghasilkan produk berupa video interaktif yang valid, praktis dan efektif untuk meningkatkan kemampuan pemecahan masalah matematis peserta didik. Hasil Validasi video interaktif adalah sebesar 3,48 dengan kriteria sangat valid. Sedangkan hasil angket respon peserta didik terhadap praktikalitas video interaktif pada tahap small group evaluation dan field test sebesar 95,57% dan 96,92% dengan kriteria sangat praktis. Hasil tes akhir kemampuan pemecahan masalah diperoleh presentasi nilai yang tuntas sebesar 80%, sehingga video interaktif dengan menggunakan model CTL memiliki kriteria yang efektif. Oleh karena itu video interaktif yang dihasilkan sudah valid, praktis dan efektif untuk meningkatkan kemampuan pemecahan masalah matematis peserta didik. This research was motivated by the low mathematical problem solving abilities of students in the initial test of problem solving abilities. Teachers have not fully used learning media by using technology models and innovative learning models to support the mathematics learning process. The use of interactive videos using the Contextual Teaching and Learning (CTL) model is an effort to meet children's learning needs in improving mathematical problem solving abilities. This research is R&D (Research and Development) research using the Plomp model. This research aims to produce products in the form of interactive videos that are valid, practical and effective for improving students' mathematical problem solving abilities. The interactive video validation result was 3.48 with very valid criteria. Meanwhile, the results of the student response questionnaire regarding the practicality of interactive videos at the small group evaluation and field test stages were 95.57% and 96.92% with very practical criteria. The results of the final test of problem solving ability obtained a complete score presentation of 80%, so that interactive videos using the CTL model have effective criteria. Therefore, the interactive video produced is valid, practical and effective in improving students' mathematical problem solving abilities.
Neuroscience Analysis in Helping Students with Dyscalculia Understand Mathematics Aznil Pajri; Yerizon; Ali Asmar
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.11418

Abstract

This study explores the role of neuroscience in addressing dyscalculia and enhancing mathematics education for students with this learning difficulty. The research synthesizes recent findings on the neural mechanisms underlying dyscalculia, focusing on abnormalities in the intraparietal sulcus and prefrontal cortex, which are critical for numerical processing and working memory. Evidence-based strategies, such as multisensory teaching methods and adaptive technologies, were analyzed for their effectiveness in supporting mathematical learning. Advanced neuroimaging techniques like fMRI and EEG were highlighted as tools to monitor real-time brain activity, enabling personalized interventions. The results emphasize the need for tailored approaches that address individual cognitive profiles, as traditional one-size-fits-all methods often fall short. Despite the promise of neuroscience-informed practices, challenges remain in translating these insights into accessible classroom tools due to high costs and limited teacher training. The study concludes that integrating neuroscience into education offers transformative potential but requires scalable solutions and professional development programs for educators. This approach fosters inclusive learning environments that support academic success and emotional well-being for students with dyscalculia.