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ANALISIS KEBUTUHAN PENGEMBANGAN MULTIMEDIA BERBASIS KVISOFT DIPADUKAN DENGAN GEOGEBRA PADA MATA KULIAH PROGRAM LINIER
Soffi Widyanesti Priwantoro;
Syariful Fahmi;
Dwi Astuti
AdMathEdu : Jurnal Ilmiah Pendidikan Matematika, Ilmu Matematika dan Matematika Terapan Vol 8, No 1: Juni 2018
Publisher : Universitas Ahmad Dahlan
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DOI: 10.12928/admathedu.v8i1.11119
Ada beberapa cara agar pembelajaran berkualitas yaitu ketersediaan dan pemanfaatan media pembelajaran. Kedudukan media pembelajaran memiliki peranan penting karena dapat mempemudah proses pembelajaran seperti membuat suasana belajar yang tidak menarik menjadi menarik. Media belajar mandiri pada era kemajuan teknologi sangat dibutuhkan dalam proses pembelajaran. Penelitian ini bertujuan untuk mengetahui kebutuhan akan media berbasis teknologi pada mata kuliah Program linier yang bersifat menarik, efektif, mandiri dan efisien. Subyek dari penelitian ini adalah mahasiswa yang mengambil mata kuliah Program Linier Semester lima Prodi Pendidikan Matematika FKIP UAD. Teknik pengumpulan data yang digunakan yaitu angket dan wawancara. Hasil dari penelitian menunjukkan bahwa mutimedia berbasis kvisoft flipbook maker yang dipadukan dengan Geogebra dibutuhkan sebagai media pembelajaran yang menarik, efektif, mandiri dan efisien dalam meningkatkan pemahaman pada mata kuliah Program Linier
Penerapan Pembelajaran dengan E-Modul Berbasis Kvisoft Flipbook Maker untuk Mata Kualiah Program Linier
Soffi Widyanesti Priwantoro;
Burhan Arif;
Syariful Fahmi
At-Taqaddum Vol 12, No 1 (2020)
Publisher : Quality Assurance Institute (LPM) State Islamic University Walisongo Semarang
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DOI: 10.21580/at.v12i1.4515
This study aims to improve the independence of students in learning Linear Program by using e-module learning media linear program based on Kvisoft Flipbook Maker. This research is a Classroom Action Research (CAR). This research was conducted in the mathematics education study program FKIP UAD. The results of this study indicate an increase in student learning independence, this is evidenced by the results of interviews with students who showed positive responses. In addition from the observations also obtained a positive response that is the first cycle the average score of learning independence of 52.52% in the second cycle increased by 62.21% and in the third cycle of 72.21%. As well as an increase in completeness of learning outcomes in the first cycle by 50%, then the second cycle increased by 61.53% and in the third cycle of 76.9%.
DEVELOPMENT AND EFFECTIVENESS OF GEOGEBRA BASED LEARNING MEDIA REVIEWED FROM LEARNING RESULT AND SELF CONFIDENT
Soffi Widyanesti Priwantoro;
Syariful Fahmi
At-Taqaddum Volume 11, Nomor 1, Tahun 2019
Publisher : Quality Assurance Institute (LPM) State Islamic University Walisongo Semarang
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DOI: 10.21580/at.v11i1.3202
This study aims to develop Geogebra-based learning media in linear programing course for semester V students of Mathematics Education, Ahmad Dahlan University. The effectivenss of this learning media is measured based on student learning outcomes and confidence. The development model used is the borg and Gall development model that includes: (1) standard content analysis, (2) multimedia reference collection, (3) multimedia design, and (4) manufacture of GeoGebra-based learning media in the form of applets. The revision of learning media assessed by the material and learning experts, media experts and tested on the students, both small and large classes, I,e 38 students of mathematics education university Ahmad Dahlan. Learning media generated have good quality (B) according to the assessment of material and learning experts, media experts, and 38 students, with an average score of 209.48 from a maximum score of 260. The effectiveness of instructional media viewed from two aspects: student confidence and results learn. Geogebra-based learning media is effective regarding student self-confidence and student learning outcomes in linear course.
E-Modul Aljabar Matrik Salah Satu Media Pembelajaran Sebagai Solusi Memahami Operasi Baris Elementer
soffi widyanesti priwantoro;
syariful fahmi
Wahana Matematika dan Sains: Jurnal Matematika, Sains, dan Pembelajarannya Vol. 15 No. 2 (2021): AGUSTUS 2021
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/wms.v15i2.31507
Tujuan peneltian ini adalah mengetahui kebutuhan yang diperlukan oleh mahasiswa untuk memahami beberapa materi yang dianggap sulit yaitu operasi baris elementer melalui media pembelajaran yang dapat meningkatkan proses pembelajaran. Metode yang digunakan adalah pendekatan kualitatif dengan instrument angket , wawancara dan observasi. Dari hasil angket yang diberikan kepada mahasiswa mengenai urutan pokok bahasan yang tersulit adalah operasi baris elementer sebesar 33,33%, eliminasi gauss Jordan 26,67%, dan 13,33% solusi system persamaan linier dan matriks eselon baris. Sedangkan angket kebutuhan diperoleh 80% menghendaki adanya media video untuk melengkapi proses pembelajaran,73,33% menghendaki media video yang dapat diputar ulang dengan kuota internet yang tidak terlalu boros dan 86,67% menghendaki adanya contoh soal yang bervariasi penyelesaiannya. Dengan demikian untuk memenuhi kebutuhan agar tujuan proses pembelajran aljabar matriks dapat tercapai maka diperlukan media e-modul yang berbasis video.
UPAYA MENINGKATKAN KREATIFITAS BELAJAR MAHASISWA PENDIDIKAN MATEMATIKA MENGGUNAKAN GEOGEBRA DENGAN PENDEKATAN PROBLEM POSING
Syariful Fahmi;
Soffi Widyanesti Priwantoro
Jurnal Ilmiah Matematika dan Pendidikan Matematika Vol 8 No 2 (2016): Jurnal Ilmiah Matematika dan Pendidikan Matematika
Publisher : Jurusan Matematika FMIPA Universitas Jenderal Soedirman
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DOI: 10.20884/1.jmp.2016.8.2.2890
Problems in learning introductory computer science which need urgent resolution is the problem related to the creativity of the student learning. Along with the existence of the use of software geogebra to ease the learning of mathematics, as well as the existence of a problem posing approach, the above problem resolution efforts got the right momentum. The learning approach that is used in this research is the h problem posing approach with combined use of software geogebra. As for the purposes of this learning approach is to improve creativity of students learning.This research activity involves two lecturers and 21 students in class introduction of computer science at semester 4 academic year 2015-2016. Student creativity data collected by using a sheet of observation which further analyzed in qualitative descriptive.Based on the results of data analysis it is known that the use of the problem posing approach can raise average student learning where creativity before the cycle 1 is being implemented (score 1.06). While once held a series of activities cycle 2 is known to the average student learning categories include creativity high (score 2.09). This indicates the occurrence of increased creativity learning of students.
DEVELOPMENT OF STUDENT WORKSHEET BASED ON CONTEXTUAL TEACHING AND LEARNING
soffi widyanesti priwantoro;
Citra Permata Sari;
Syariful Fahmi;
Widayati widayati
HISTOGRAM: Jurnal Pendidikan Matematika Vol 7, No 1 (2023): Histogram
Publisher : STKIP Andi Matappa
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DOI: 10.31100/histogram.v7i1.2615
The students had difficulty in understanding comparative material in mathematics subject, especially its application in everyday life. In addition, there was no Contextual Teaching and Learning-Based Student Worksheet (LKPD) on comparative material. This research belonged to a development research that aimed to produce and determine the feasibility of Student Worksheet (LKPD) with CTL approach on comparative material. This research used Research and Development (R&D) method based on ADDIE model consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this research were material experts, media experts and students of SMP Muhammadiyah 9 Yogyakarta. Data collection instruments of this research were interview and questionnaire. The validation results by material experts obtained an average score of 139 with good criteria, while the validation results by media experts obtained an average score of 172 with very good criteria. Based on the results of student responses, it was obtained an average score of 61.32 with good criteria. Therefore, it can be concluded that the Contextual Teaching and Learning-Based Student Worksheet on comparative material was feasible to use.
MEDIA PEMBELAJARAN MATEMATIKA MATERI PELUANG BERBASIS ANDROID MENGGUNAKAN MIT APP INVENTOR
Uluwatuz Zulfa;
Syariful Fahmi;
Soffi Widyanesti Priwantoro
AdMathEduSt: Jurnal Ilmiah Mahasiswa Pendidikan Matematika Vol 10, No 2 (2023)
Publisher : Universitas Ahmad Dahlan
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DOI: 10.12928/admathedust.v10i2.26363
Penelitian ini dilatarbelakangi oleh sedikitnya jenis media pembelajaran interaktif berbasis android di SMAN 2 Bantul dalam pembelajaran matematika sehingga hal ini berpengaruh pada proses pembelajaran. Analisis kebutuhan siswa terhadap penggunaan media pembelajaran berbasis android diperoleh persentase lebih dari 80% siswa membutuhkan media pembelajaran, khususnya pada mata pelajaran matematika. Hal ini menunjukkan bahwa siswa sangat mendukung pengembangan media pembelajaran android dalam pembelajaran matematika. Penelitian ini bertujuan untuk mengembangkan media pembelajaran matematika berbentuk aplikasi android dengan bantuan software MIT App Invenor pada pokok bahasan materi peluang. Media yang telah dikembangkan diharapkan dapat menjadi media pendamping siswa dalam belajar matematika. ADDIE dipilih menjadi model pengembangan dalam menciptakan media ini. Dengan skor rata-rata 90,32% dan kriteria sangat baik, penelitian ini menunjukkan bahwa produk media pembelajaran dapat digunakan sebagai media pembelajaran matematika. Hasil penilaian media pembelajaran yang dilakukan oleh ahli materi diperoleh 92,%, ahli media 95,45%, uji coba kelas kecil 86,25%, dan uji coba kelas besar 87,08%.
UPAYA MENINGKATKAN KREATIFITAS BELAJAR MAHASISWA PENDIDIKAN MATEMATIKA MENGGUNAKAN GEOGEBRA DENGAN PENDEKATAN PROBLEM POSING
Syariful Fahmi;
Soffi Widyanesti Priwantoro
Jurnal Ilmiah Matematika dan Pendidikan Matematika (JMP) Vol 8 No 2 (2016): Jurnal Ilmiah Matematika dan Pendidikan Matematika (JMP)
Publisher : Universitas Jenderal Soedirman
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DOI: 10.20884/1.jmp.2016.8.2.2890
Problems in learning introductory computer science which need urgent resolution is the problem related to the creativity of the student learning. Along with the existence of the use of software geogebra to ease the learning of mathematics, as well as the existence of a problem posing approach, the above problem resolution efforts got the right momentum. The learning approach that is used in this research is the h problem posing approach with combined use of software geogebra. As for the purposes of this learning approach is to improve creativity of students learning.This research activity involves two lecturers and 21 students in class introduction of computer science at semester 4 academic year 2015-2016. Student creativity data collected by using a sheet of observation which further analyzed in qualitative descriptive.Based on the results of data analysis it is known that the use of the problem posing approach can raise average student learning where creativity before the cycle 1 is being implemented (score 1.06). While once held a series of activities cycle 2 is known to the average student learning categories include creativity high (score 2.09). This indicates the occurrence of increased creativity learning of students.
DEVELOPMENT OF STUDENT WORKSHEET BASED ON CONTEXTUAL TEACHING AND LEARNING
soffi widyanesti priwantoro;
Citra Permata Sari;
Syariful Fahmi;
Widayati widayati
HISTOGRAM: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2023): Histogram
Publisher : STKIP Andi Matappa
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DOI: 10.31100/histogram.v7i1.2615
The students had difficulty in understanding comparative material in mathematics subject, especially its application in everyday life. In addition, there was no Contextual Teaching and Learning-Based Student Worksheet (LKPD) on comparative material. This research belonged to a development research that aimed to produce and determine the feasibility of Student Worksheet (LKPD) with CTL approach on comparative material. This research used Research and Development (R&D) method based on ADDIE model consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this research were material experts, media experts and students of SMP Muhammadiyah 9 Yogyakarta. Data collection instruments of this research were interview and questionnaire. The validation results by material experts obtained an average score of 139 with good criteria, while the validation results by media experts obtained an average score of 172 with very good criteria. Based on the results of student responses, it was obtained an average score of 61.32 with good criteria. Therefore, it can be concluded that the Contextual Teaching and Learning-Based Student Worksheet on comparative material was feasible to use.
Pelatihan Penggunaan Google Sites bagi guru-guru SMP Muhammadiyah 1 Godean
Syariful Fahmi;
Denik Wirawati;
Soffi Widyanesti Priwantoro
SINAR SANG SURYA Vol 8, No 1 (2024): FEBRUARI 2024
Publisher : UM Metro
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DOI: 10.24127/sss.v8i1.2967
Literasi pada matematika dan literasi digital merupakan tuntutan yang harus dimiliki pada proses Pembelajaran berbasis advanced material. Terlebih pada masa setelah pandemi covid-19 dimana peserta didik dan guru harus lekat dengan media digital. Keterampilan dalam berliterasi matematika menajdi salah satu hal yang penting agar peserta didik dapat memecahkan masalah matematika yang membutuhkan berfikir tingkat tinggi. Sementara literasi digital juga penting dimiliki karena memudahkan untuk mengevaluasi dan memanfaatkan teknologi informasi dengan cermat kritis dan bijak. Permasalahan yang muncul di SMP Muhammadiyah 1 Godean adalah: (1) Guru di SMP Muhammadiyah 1 Godean memiliki keterbatasan dalam mengembangkan modul ajar Kurikulum merdeka yang sesuai dengan era digital; (2) Masih monotonnya media digital yang dimiliki guru dalam proses pembelajaran advanced material; (3) kurangnya keterampilan guru dalam mengembangkan media digital yang dapat meningkatkan literasi matematika peserta didik. Solusi yang ditawarkan adalah (1) Tim membantu mengembangkan modul ajar Kurikulum merdeka sesuai dengan era digital; (2) Tim membantu mengembangan media digital menggunakan Flip PDF Corporate dan Google Site; (3) Tim membantu menyelesaikan permasalahan dalam penggunaan bahan ajar digital dengan menggunakan Flip PDF Corporate dan Google Site di proses belajar mengajar di kelas.