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Journal : MATHEdunesa

Pengembangan LASMATH (Labirin SPLDV Matematika) untuk Memperkuat Numerasi Peserta Didik pada Materi SPLDV Puspitasari, Ririn; Manoy, Janet Trineke
MATHEdunesa Vol. 14 No. 1 (2025): Jurnal Mathedunesa Volume 14 Nomor 1 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v14n1.p261-277

Abstract

This research aims to develop LASMATH learning media material to strengthen students’ numeracy and find out the result of learning media development in terms of validity, practical and effective. ADDIE development was used in this research model which consists of 5 stages, namely needs analysis, curriculum analysis, student analysis and media analysis. The Design stage involves looking for ideas application names, compiling flowcharts, compiling storyboards, background designs, and compilling questions. The Development stage carried out the development of LASMATH learning media, validation of media experts and material experts, media revision. The Implementation stage was implemented for class VIII students at SMP Negeri 1 Mantup. In the Evaluation stage, activities are carried out to analyze the results of the research that has been carried out. Based on the results of validation that has been carried out. LASMATH carried out media validation by media experts with a score of 77% with valid criteria. Material expert validation received a score of 80% with valid criteria. Learning media trials were carried out on 28 class VIII students at SMP Negeri 1 Mantup. After testing the results of the research carried out by evaluation, the learning media was called pratical from the results of the percentage of students responses which obtained a score of 82,7% with practical criteria. The learning media is said to be effective and there significant difference in the data results of students score before and after using the LASMATH learning media evidenced by N-Gain 0,70. The LASMATH learning media is effective medium category.
Pengaruh Software GeoGebra dalam Pembelajaran Discovery Learning Terhadap Hasil Belajar Peserta didik Kelas X SMAN 1 Padangan Ardhani, Defi Kurnia; Manoy, Janet Trineke
MATHEdunesa Vol. 14 No. 2 (2025): Jurnal Mathedunesa Volume 14 Nomor 2 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v14n2.p552-564

Abstract

To find out how much GeoGebra influences the effectiveness of learning and helps students overcome the challenges of learning with technology, it is necessary to conduct research on its impact on learning outcomes in discovery learning. The purpose of this study is to determine whether students of class X SMAN 1 Padangan who use GeoGebra-assisted discovery learning and students who do not use GeoGebra have significantly different learning outcomes. This study used a quasi-experimental approach with non-equivalent control groups. The 72 students in the study were divided into two groups: the experimental group, which used GeoGebra as an aid, and the control group, which did not use Geogebra. Tests, which included pretests and posttests, were used to collect data. After the exams were administered, SPSS was used to process and evaluate the students' test results. The findings demonstrated that there was a significant difference in learning outcomes between the experimental and control classes, with the posttest hypothesis test's significance value being 0.001 < 0.05. Next, based on the N-Gain test, the average N-Gain percentage for the experimental class was 66%, classified as moderately effective. In contrast, the control class achieved an average N-Gain percentage of 48%, categorized as less effective. This indicates that the discovery learning model supported by GeoGebra has a positive impact and is more effective in enhancing mathematics learning outcomes on quadratic function topics.
Pengembangan Game Edukasi “C-Zero Trek” sebagai Media Latihan Soal Operasi Bilangan Cacah Siswa Slow Learner SMP Nuzula, Fauzia Firdausy; Manoy, Janet Trineke
MATHEdunesa Vol. 14 No. 3 (2025): Jurnal Mathedunesa Volume 14 Nomor 3 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v14n3.p761-779

Abstract

Whole number operations are an important yet challenging subject for slow learners, who tend to lose focus easily and require repeated instruction. This study aims to develop an educational game as a practice tool for whole number operations that meets the criteria of being valid, practical, and effective. The research subjects consisted of 9 slow learner junior high school students, with the object being an educational game developed using the ADDIE model. The research instruments included validation sheets, response questionnaires, observations, and tests. The research results indicate that the C-Zero Trek educational game is classified as “highly valid” based on validation results from media experts (98.33%) and subject matter experts (96.66%). Based on the student response questionnaire, the average score for the statement indicator (SIP) was 82.4%, so the game is considered “practical”. From the implementation results, it was found that 77.78% of students achieved the minimum completion level (completing at least one track or obtaining two diamonds), so the C-Zero Trek educational game also meets the “effective” criteria. Therefore, the C-Zero Trek educational game is suitable for use as an alternative, engaging, and appropriate practice question medium for students who learn slowly.
Pengembangan TARM sebagai Website Pembelajaran Matematika dengan Menggunakan Flipped-classroom Learning Maulana, Ahmad Rizqi; Manoy, Janet Trineke
MATHEdunesa Vol. 14 No. 3 (2025): Jurnal Mathedunesa Volume 14 Nomor 3 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v14n3.p972-986

Abstract

Based on Bappenas's goal to enhance human resource competitiveness, teachers are expected to train students in technology mastery, work ethics, attitudes, innovation, and creativity. To address this challenge, accessible technology and new strategies are needed to allow teachers more time to develop students' competencies. This research aims to develop the TARM website using the flipped-classroom learning concept, evaluated based on validity, practicality, and effectiveness criteria. The development process follows the ADDIE model. Based on the analysis results, the curriculum used is the "Merdeka Curriculum", and students struggle to focus during lecture-based methods but are active during assignments.. All students have gadgets and internet access. On this research, the TARM website was tested to support learning materials on Arc Length, Sector Area, Segment Area, Central Angle, and Inscribed Angle. TARM is developed using the Laravel framework, based on the storyboard and flowchart created. Validation results showed the website was rated highly valid by media experts with a score of 3.27 and valid by subject matter experts with a score of 2.89. The trial process involved 31 students from XI grade of Senior High School, including pre-tests, summarizing learning materials from videos outside the classroom, Q&A sessions, quizzes, exercises, post-tests, and student response surveys. The results show that the TARM website is considered practical, with a mode percentage of "Yes" responses reaching 100% across all indicators and a student survey score of 87%. The website is deemed effective with an average N-Gain score of 0.7 in the medium category. Based on the research results, the TARM website can be used in mathematics learning espescially on highschool student.
Pengembangan Media Pembelajaran MONOPEKS (Monopoli Eksponen) pada Materi Eksponen Kelas X SMA Rohmani, Ragilita; Manoy, Janet Trineke
MATHEdunesa Vol. 15 No. 1 (2026): Jurnal Mathedunesa Volume 15 Nomor 1 Tahun 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v15n1.p1-9

Abstract

This research aims to describe the process of developing MONOPEKS learning media on exponential material for class X SMA and the results of its development in terms of valid, practical and effective criteria. This research refers to the ADDIE development model which consists of 5 stages, namely the analysis stage focuses on defining instructional problems, learning goals and objectives, the design stage of the initial preparation of media designs and determining assessment instruments, the development stage of the process of making media and validating media, materials and pre-test and post-test by two validators, the implementation stage was tested on 18 class X students of SMA Negeri 1 Puri in Mojokerto, and the evaluation stage was based on research results, the learning media developed met valid criteria based on the results of the overall percentage validation by media experts 84 .4% and 82.5% material from the range of 0% - 100%, so that this media is included in the valid category. This learning media is said to be practical based on the results of filling in the student response questionnaire showing that the average overall score obtained is 93.56% from the range 0% - 100%, so that this media is included in the positive category. This learning media also meets the criteria for effectiveness based on the pre-test and post-test values which are analyzed using the N-gain formula and the results show an average overall score of 0.8096 with effective criteria.
Pengembangan Media Pembelajaran X-Pirate Berbasis ICT Pada Materi Persamaan Linear Satu Variabel Sari, Niken Ayu Paras; Manoy, Janet Trineke
MATHEdunesa Vol. 15 No. 1 (2026): Jurnal Mathedunesa Volume 15 Nomor 1 Tahun 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v15n1.p37-56

Abstract

This research aims to develop and test the feasibility of ICT-based X-Pirate learning media on Single Variable Linear Equations (SVLE) material to increase students' interest, motivation, and learning outcomes. The development used the ADDIE model with 29 eighth-grade students as subjects. The validation results showed that the X-Pirate media was highly valid, with a score of 98% from media experts and 90% from subject matter experts. The media was also considered highly practical, as evidenced by the 86.75% implementation rate, 80% teacher response rate, and 85% student response rate. The effectiveness of the media was demonstrated through improved learning outcomes with an N-Gain score of 0.46 in the moderate category. Overall, X-Pirate was declared valid, practical, and effective as ICT-based learning media for PLSV material.