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Pengembangan Game Edukasi Berbasis Android dengan Articulate Storyline Pada Materi Sistem Koordinat Ulum, Qoidatul; Manoy, Janet Trineke; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p16-41

Abstract

There are still many learners who have difficulty in coordinate system material. Efforts to overcome the difficulties of students in mathematics lessons coordinate system material, one of which is the use of learning media. One of the media that can be used in learning in the current era is interactive learning media. However, there are many obstacles experienced by teachers in making interactive learning media. Currently, interactive learning media is needed that allows students to learn material that can be accessed by students anywhere independently and without teacher assistance. Educational games can be developed in the form of applications that run using smartphones to make them more practical and easy to use by students. But more students use smartphones just for fun, such as playing games that have nothing to do with learning. In order for a smartphone to be used, an operating system such as Android is needed. Based on the description above, a new and easy to work Android-based educational game is needed, so researchers chose Articulate Storyline software to create an Android-based educational game. Related to what has been described above, researchers developed an Android-based educational game with Articulate Storyline on the Coordinate System material. This study aims to describe the process of developing Android-based educational games with Articulate Storyline on Coordinate System material and describe the results of developing Android-based educational games with Articulate Storyline on valid, practical, and effective Coordinate System material. The method used in this research is development research (Reasearch and Development). The development model used in this research is the ADDIE model which includes Analysis, Design, Development, Implementation, and Evaluation. Validity instruments in the form of validation questionnaires, practical instruments in the form of student response questionnaires, and effectiveness instruments carried out pre-test and post-test. This Android-based educational game is implemented for students of grade VIII J SMPN 26 Surabaya. The results showed that, this educational game obtained a validity percentage value of 90.25% so that it can be categorized as very valid. Educational games are said to be practical because the results obtained from the student response questionnaire obtain a percentage value 89,425 % so it is categorized as very practical. The results of using this educational game are also effective because the N-gain results obtained are 0.92505847 which is in the high category.
Pengembangan E-Modul Interaktif Berbasis Android untuk Siswa Kelas VII SMP Materi Penyajian Data Fitriyah, Awwalul; Manoy, Janet Trineke; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p1-15

Abstract

Technological developments in the world of education are growing rapidly, one of which is electronic modules (e-modules) which can be alternative learning media used in the teaching and learning process. This study aims to develop Android-based interactive e-module learning media that meets valid, practical, and effective criteria. It uses the ADDIE model, which consists of five stages: analysis by performance, students, curriculum, and media. The design stage involves material preparation, instrument manufacturing, flowcharts, and storyboards. The development phase involves interactive e-modules based on Android, media validation, revision, and limited trials. The implementation phase involves implementing the e-module for class VII students at SMPN 26 Surabaya. The Evaluation stage is carried out by analyzing the results of the research that has been done.The results of the development of this media are suitable for use based on predetermined criteria. The first criterion is that learning media has been declared very valid with a score of 82.7% for the design, a score of 81.2% for the material, and the validity of the test questions which get a score of 86.1%. The second criterion is that learning media is declared practical by the percentage of student response questionnaires of 77.7%. The third criterion is that the learning media is declared effective and there is a significant difference between the results of student scores before and after using the e-module as evidenced by the average N-Gain score of 0.79.
Penguatan Kompetensi Guru SMP Kabupaten Pasuruan Melalui Pendampingan Penyusunan Modul Ajar Berbasis Kearifan Lokal Shodikin, Ali; Lukito, Agung; Susanah, Susanah; Manoy, Janet Trineke
RAINSTEK: Jurnal Terapan Sains dan Teknologi Vol. 6 No. 4 (2024): Desember
Publisher : Fakultas Sains dan Teknologi Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jtst.v6i4.10952

Abstract

Penelitian ini bertujuan untuk mengembangkan kompetensi guru Sekolah Menengah Pertama (SMP) di Kabupaten Pasuruan dalam menyusun modul ajar berbasis kearifan lokal. Pelatihan ini dilakukan sebagai upaya untuk meningkatkan kualitas pembelajaran yang relevan dengan konteks budaya setempat dan mendukung pelestarian kearifan lokal. Metode yang digunakan dalam penelitian ini adalah pelatihan partisipatif dengan pendekatan kolaboratif, melibatkan 21 guru Matematika SMP di Kabupaten Pasuruan. Hasil penelitian ini menunjukkan adanya peningkatan kemampuan guru dalam mengidentifikasi dan mengintegrasikan unsur-unsur kearifan lokal ke dalam modul ajar yang merupakan bagian dari kompetensi professional guru. Selain itu, modul ajar yang dihasilkan diharapkan dapat meningkatkan motivasi belajar siswa dengan materi yang lebih dekat dengan kehidupan sehari-hari mereka. Hasil penelitian ini juga menunjukkan bahwa melalui pelatihan partisipatif dengan pendekatan kolaboratif, para guru merasa lebih percaya diri dan terampil dalam menyusun modul ajar berbasis kearifan lokal. Temuan ini memberikan implikasi penting bagi pengembangan kurikulum yang lebih kontekstual dan relevan di tingkat pendidikan dasar dan menengah di Indonesia.
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.
Critical Thinking Abilities of Junior High School Students on Numeration Problems in View of Gender Differences Tjitradi, Suphalo Samuel; Setianingsih, Rini; Manoy, Janet Trineke
Jurnal Pendidikan Matematika IKIP Veteran Semarang Vol 9 No 2 (2025): 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

Abstract

This study aims to describe the critical thinking abilities of masculine male and feminine female junior high school students in solving numeracy problems. This type of research is qualitative research. This research was conducted on class VIII junior high school students in Banjarmasin. The subjects selected for this study were two students consisting of one masculine male student and one feminine female student with equal mathematical ability. The instruments used are gender test sheets, Mathematics Ability Test (MAT), Problem Solving Task (PST), and interview guidelines. Data analysis techniques include analysis of gender test results, analysis of math ability tests, analysis of problem-solving tasks, and analysis of interview data. The results showed that the critical thinking skills of masculine male and feminine female students on numeracy problems could fulfill the five indicators of critical thinking, namely identifying statements and questions/requests in the given situation, applying the steps used to solve the problem, concluding logically from the data submitted, clarifying the conclusions drawn and writing the final result, validating the answers obtained.
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.
LITERASI MATEMATIKA SISWA DALAM MENYELESAIKAN SOAL PROGRAMME FOR INTERNATIONAL STUDENT ASSESSMENT (PISA) Manoy, Janet Trineke; Sari, Marinda Rosita
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 1 No 2 (2019): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (568.908 KB) | DOI: 10.30598/jumadikavol1iss2year2019page65-70

Abstract

contenxts. This study aims to describe the mathematical literacy of class X high school students in solving PISA questions. Date collection wa carried out using tests and interviews. 2 questions level 4dan level 6 are given to students. Date analysis is based on PISA mathematical process indicators namely formulating, applying, and interpreting. The results showed that: in the process of formulating, students mentioned important information in the problem, how to slove it and what concepts would be used, as well as what was know and asked in the problem. In the process of applying students to design and implement strategies according to the information they have made, draw the required objects according to the questions given. In the process of interpreting, students explain the reasons why the conclusions they get are in accordance with the context of the problem given.
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.
Profil Penalaran Siswa SMA dalam Menyelesaikan Masalah Geometri ditinjau dari Perbedaan Gender Hamdi, Rajib Syahrul; Lukito, Agung; Manoy, Janet Trineke
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.1110

Abstract

Reasoning profile is description of the process of logical thinking in solving mathematical problems related to determining a conclusion using the knowledge possessed in the cognitive structure. The indicators used to reveal the profile of reasoning include understanding the problem, making a settlement plan, carrying out the settlement plan, and looking back at the results that have been resolved. Geometry is a part of mathematics that discusses the shape and size of an object that has a certain regularity. Geometry problems are problems in the form of geometry (three dimensions) for which routine procedures are not available for solving. Meanwhile, gender differences affect the reasoning profess in solving geometric problems. This study aims to describe the reasoning profiles of high school students with masculine male and feminine gender in solving geometric problems. This descriptive research with a qualitative approach was carried out in class XI of SMA Negeri 1 Sidayu in the 2022/2023 academic year. The subjects of this study were two students of class XI who had equal mathematical abilities. Data collection was carried out by in-depth subject interviews based on the Geometry Problem Solving Task. Geometry Problem Solving Tasks in the form of description geometry questions. In collecting data using time triangulation techniques to obtain credible data. Data analysis was carried out by condensing data, presenting data, and drawing conclusions. The results showed that masculine male students used logical thinking in solving problems with a more analytical nature in giving appropriate arguments. Whereas feminine women use logical thinking in solving problems but in giving arguments they are less analytical. This shows that the reasoning profile of masculine boys in solving geometry problems is better than feminine girls. Differences in reasoning profiles result in students' abilities in mathematical activities will havetesi an impact on student learning outcomes.
PENGEMBANGAN DAN IMPLEMENTASI MEDIA OPINI (OPERATION INTEGER) UNTUK MENINGKATKAN PEMAHAMAN KONSEP OPERASI HITUNG BILANGAN BULAT PADA SISWA SD Prihadi, Muhammad Rahman; Manoy, Janet Trineke; Prihartiwi, Nina Rinda
Jurnal Inovasi Kreativitas Pendidikan dan Pembelajaran Vol. 1 No. 2 (2024)
Publisher : Badan Pendidikan Profesi Guru Universitas Negeri Surabaya

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

Abstract

Penelitian ini bertujuan untuk mengembangkan Media “OPINI” (Operation Integer) yang valid, praktis dan efektif guna membantu siswa kelas 3 SD mengatasi kesulitan memahami dan menguasai konsep operasi hitung bilangan bulat, serta meningkatkan minat mereka terhadap mata pelajaran matematika. Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan (Research and Development) dengan model ADDIE melalui 5 tahapan yaitu tahap Analysis, Design, Development, Implementation, and Evaluation. Subjek dalam penelitian ini adalah seluruh siswa kelas 3 SDN Bareng V. Hasil dari penelitian ini adalah: (1) hasil validasi ahli materi sebesar 95,00 % ; (2) hasil validasi ahli media sebesar 85,00 % ; (3) hasil lembar angket respons peserta didik sebesar 92,00 %  ; (4) hasil lembar observasi sebesar 100 % dan (5) hasil perhitungan uji N – Gain pre test & post test sebesar 0,60. Dari data hasil penelitian dapat disimpulkan bahwa media “OPINI” layak digunakan pada pembelajaran.