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Penerapan Model Student Facilitator and Explaining (SFE) dengan Media Poster untuk Meningkatkan Kemampuan Representasi Matematis Siswa Sari, Sonia Andam; Nasution, Eline Yanty Putri; Laswadi, Laswadi
Logaritma : Jurnal Ilmu-ilmu Pendidikan dan Sains Vol 8, No 01 (2020)
Publisher : IAIN PADANGSIDIMPUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/logaritma.v8i01.2380

Abstract

This study used quantitative approach with experiment method. The research design was posttest-only control group. The purpose of this study was to investigate the effect of cooperative learning model type Student Facilitator and Eksplaining (SFE) with poster media through students’ mathematical representation ability. The population was all of seventh grade students in SMPN 7 Sungai Penuh. Two sample were choosen withdraw. Conventional method was implemented in control group, while cooperative learning model type Student Facilitator and Eksplaining (SFE) with poster media was implemented in experiment group. The instrument in this study was students’ mathematical representation ability test that the test items was analyzed first. The instrument was given in the end of learning process in both groups. The result of the data analysis was obtained that: (1) the average of students’ mathematical representation ability test in control group was 66,67 while in experiment group was 73,43; (2) the students’ mathematical representation ability who study under cooperative learning model type Student Facilitator and Eksplaining (SFE) with poster media was higher than who study under conventional method; (3) there was an effect of cooperative learning model type Student Facilitator and Eksplaining (SFE) with poster media through the students’ mathematical representation ability.
Penerapan pendekatan saintifik berbantuan geogebra dalam upaya meningkatkan pemahaman konsep matematis siswa Ratni Yanti; Laswadi Laswadi; Febria Ningsih; Aan Putra; Nelpita Ulandari
AKSIOMA : Jurnal Matematika dan Pendidikan Matematika Vol 10, No 2 (2019): AKSIOMA: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/aks.v10i2.4399

Abstract

Pemahaman konsep matematis merupakan kemampuan dasar yang sangat penting bagi siswa, namun kenyataan yang terjadi di lapangan pemahaman konsep matematis siswa masih rendah. Secara teori, pendekatan saintifik berbantuan Geogebra dapat meningkatkan pemahaman konsep matematis siswa. Penelitian ini bertujuan untuk mengetahui peningkatan dan perbedaan pemahaman konsep matematis siswa yang menggunakan pendekatam saintifik berbantuan Geogebra dan yang menggunakan pembelajaran biasa. Penelitian ini merupakan penelitian kuantitatif dengan metode eksperimen pada populasi siswa kelas XI MIA MA Negeri 1 Kerinci. Sampel penelitian ini adalah kelas XI MIA 1 sebagai kelas eksperimen dan kelas XI MIA 2 sebagai kelas kontrol yang dipilih melalui teknik random sampling. Instrumen yang digunakan adalah tes untuk mengukur pemahaman konsep matematis siswa. Untuk mengetahui peningkatan pemahaman konsep siswa digunakan rumus N-gain, sedangkan untuk mengetahui perbedaaan pemahaman konsep matematis siswa kelas eksperimen dan kontrol dilakukan uji-t. Hasil analisis data menunjukkan bahwa terdapat perbedaan signifikan peningkatan pemahaman konsep matematis siswa yang menerapkan pendekatan saintifik berbantuan Geogebra dan yang menggunakan pembelajaran biasa.The mathematical concepts understanding was a basic ability that must mastered by students. In the fact, the students’ mathematical concepts understanding was still low. By the thoery, the scientific approach assisted Geogebra can improve students' mathematical concept understanding. This research aims to determine the improvement and differences in mathematical concepts understanding of students who used scientific approaches assisted Geogebra and the students’ who used ordinary learning. This research was a quantitative research with experimental methods and eleventh-grade of science students (MIA) in MA Negeri 1 Kerinci as population. The sample of this study was XI MIA 1 students  as an experimental group and XI MIA 2 students as a control group that selected through random sampling technique. The instrument used was test to mesaure the students’ mathematical concepts understanding. To determine the increasing of students’ mathematical concepts, N-gain formula was used. While t-test was used to determine the differences in mathematical concepts understanding of students in experimen and control group. The result of data analysis shown that there is the significant difference in students’ mathematical concepts understanding who used scientific approaches assisted Geogebra and the students’ who used ordinary learning.  
Pengembangan Bahan Ajar E-Book Interaktif Berbantuan 3D Pageflip Profesional Pada Materi Aritmetika Sosial Maila Sari; Sri Rizki Murti; Mhmd Habibi; Laswadi Laswadi; Nur Rusliah
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 5 No 1 (2021): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 5 Nomor 1 Tahun 2021
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v5i1.490

Abstract

Penelitian ini merupakan penelitian pengembangan yang mengadaptasi model pengembangan ADDIE. Ada 5 tahapan utama dalam penelitian ini terdiri dari tahap, analisis (analysis), desain (design), pengembangan (development), penerapan (implementation), dan evaluasi (evaluation). Instrumen penelitian yang digunakan adalah lembar observasi, wawancara dan angket. Produk hasil pengembangan divalidasi oleh tim ahli media dan materi selanjutnya dinilain oleh guru mata pelajaran matematika dan kemudian diujicobakan pada kelompok kecil pada siswa kelas VII. Hasil dari penelitian ini adalah sebuah bahan ajar e-book interaktif yang operasikan menggunakan software 3D PageFlip Profesional. Produk tersebut divalidasi oleh ahli media dan ahli materi. Hasil validasi ahli media diperoleh skor dengan rata-rata 0,86 dan ahli materi diperoleh skor dengan rata-rata 0,802 dikategorikan valid. Selanjutnya, untuk tanggapan guru diperoleh skor persentase 83,33% (sangat baik) sehingga bahan ajar e-book interaktif yang dikembangkan layak untuk diujicobakan. Hasil respon siswa kelas VII diperoleh persentase 85,18% (sangat baik). Berdasarkan proses pengembangan mulai dari validasi media maupun materi dan hasil penelitian, secara keseluruhan disimpulkan bahwa bahan ajar e-book ini sangat baik digunakan sebagai bahan ajar atau media yang dapat digunakan secara interaktif dalam pembelajaran matematika
Analisis Kebutuhan Pengembangan Aplikasi Mobile Learning untuk Pembelajaran Matematika di Sekolah Menengah Pertama Laswadi Laswadi
Journal on Education Vol 4 No 4 (2022): Journal on Education: Volume 4 Nomor 4 Tahun 2022
Publisher : Departement of Mathematics Education

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

Abstract

In facing current educational challenges, mobile learning can be an alternative solution to facilitate the teaching and learning process. It is mobile because mobile learning can be accessed via devices such as smartphones and tablets, which are almost always in the hands of students and teachers. However, to achieve effectiveness in developing mobile learning, needs analysis is essential. By conducting a needs analysis, we can understand the characteristics of the learner, learning materials, as well as the learning environment and conditions. The purpose of this article is to analyze the needs for developing mobile learning applications for learning mathematics for junior high school students on the topic of area and perimeter of quadrilaterals. This research is a descriptive exploratory study. The research subjects were seventh grade students at SMPN 4 Kerinci. A random sample of 15 students was selected. Data were collected using observation sheets of the mathematics learning process and student questionnaires. The observation results show that the mathematics learning material is still in the form of textbooks. The results of the needs analysis questionnaire show that students need learning media that can guide them to study independently by reviewing lessons anytime and anywhere in the form of mobile learning.
Pendidikan Karakter Jujur dalam Pembelajaran Matematika Jarak Jauh di SMPN 26 Kerinci: Tantangan dan Solusinya Laswadi Laswadi
Journal on Education Vol 3 No 4 (2021): Journal on Education: Volume 3 Nomor 4 Tahun 2021
Publisher : Departement of Mathematics Education

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

Abstract

The Covid-19 pandemic has caused distance learning in Indonesia to not be optimal, with challenges for teachers, students and parents in terms of the effectiveness of online learning and the formation of student character. Student honesty in distance learning is an important concern for building integrity and good relationships with teachers and classmates. This study aims to evaluate the process of distance learning at SMPN 26 Kerinci, especially in the formation of students' honest character in mathematics. A qualitative case study approach was used, with data collection techniques in the form of observation and interviews. The results of observations of remote mathematics learning via Zoom show indications that it is necessary to increase the application of honest character of students, with some students turning off the camera, using substitute images, and cheating. Obstacles faced include teacher difficulties in ensuring student attention, lack of social interaction between students and teachers, and the impact felt by parents. Thus, more intensive efforts are needed to form the honest character of students in distance learning.
Desain Lintasan Belajar Matematika dalam Pembelajaran Arimatika Sosial Menggunakan Aplikasi Quizlet untuk Meningkatkan Pemahaman Konsep Laswadi Laswadi
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3455

Abstract

Conceptual understanding is a crucial skill in learning mathematics, especially in the context of concepts relevant to students' everyday lives, such as Social Arithmetic. However, students often face difficulties in gaining a deep understanding of mathematical concepts. This study aims to test the implementation of the Quizlet application in mathematics learning to enhance students' conceptual understanding. The Design Research method is employed in this study, involving stages such as preliminary design, design experimentation, and retrospective analysis to design an effective learning path. The results of the study indicate a significant positive influence of using the Quizlet application on students' conceptual understanding of mathematics. This research suggests that the application has the potential to serve as an effective tool to facilitate enjoyable and easy mathematics learning for students.
Pengembangan Media Pembelajaran Matematika Berbasis YouTube Pada Materi Perbandingan Trigonometri Yudela, Shintia; Putra, Aan; Laswadi, Laswadi
Imajiner: Jurnal Matematika dan Pendidikan Matematika Vol 2, No 6 (2020): Imajiner: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/imajiner.v2i6.7089

Abstract

The use of technology in education is becoming increasingly common. So that in its development, educators must be able to take advantage of information and communication technology in the learning process. Efforts to use it are to increase the attractiveness of a learning process, one of which is by using the help of learning media. Because of this, this study aims to produce YouTube-based learning media on trigonometric comparison material, find out expert opinions and student responses to YouTube-based mathematics learning media on trigonometric comparison material from an angle. This research is a research development or Research and Development (R & D) using the Sugiyono procedure. This research was conducted at MAS Nurul Haq Semurup with the research subjects being students of class X. Data collection was carried out using interviews and questionnaires. The instrument used was a questionnaire using a Likert scale. Based on the results of the validation carried out by material experts and media experts, the percentage results were respectively 71% and 77% with valid criteria. Then the learning media was tested through 2 stages, namely small group trials and field trials. The average results obtained were 87.22% for small group trials and 88.16% for field trials with very practical interpretation criteria, so it can be concluded that YouTube-based mathematics learning media on trigonometric comparison material from an angle is valid and practical to use in learning. Overall the results of the study indicate that the learning media developed are suitable for use by students.
Alur belajar perbandingan trigonometri dengan konteks bianglala Rahayu, Atika; Laswadi; Putra, Aan
JPMI (Jurnal Pembelajaran Matematika Inovatif) Vol. 7 No. 1 (2024): Januari
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jpmi.v7i1.21628

Abstract

The Ferris wheel is one of the rides at the night bazaar and is often encountered by students. This is a potential for math learning. Through Realistic Mathematics Education (RME) approach, students learn mathematics with contexts close to students' lives as a starting point. Therefore, this study aims to design a learning trajectory using the RME approach with a Ferris wheel as a context in the learning process to support students' understanding of learning trigonometric comparison. The research method used is a type of design research called validation studies, which consists of three stages: preliminary design, design experiment, and retrospective analysis. The subjects of this study were 27 class X students from SMAN 3 Sungai Penuh. The instruments used are videos to see the learning process and when students work on the given problems, and photos to see the results of student work. The results of the study explored the learning trajectory practiced by using the Ferris wheel as a context, which is seen in students' daily activities. The learning trajectory consists of four activities, namely sketching a simpler Ferris wheel, redrawing the parts of the Ferris wheel where seats A and B are, measuring and comparing sides in a right triangle, and determining trigonometric comparisons.
Instructional Edutainment Media "Number Game" Based on Mobile Technology to Improve Mathematical Conceptual Understanding Laswadi, Laswadi; Rhomiy Handican; Eline Yanty Putri Nasution
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.53913

Abstract

Integrating technology into learning is a challenge for education in the current digital era, so innovation is needed to make students' cognitive, constructive processes more optimal. This development research aims to produce edutainment media in the form of quality mobile technology-based "Number Game" video games. This type of research is developed using the ADDIE model. Methods of data collection using questionnaires and tests. The mobile game was implemented for VII graders of junior high school consisting of 34 students. The research instruments comprised media and material validation sheets, teacher and student practicality questionnaires, and conceptual understanding ability test instruments. The results showed that the "Number Game" edutainment media developed was valid with an average media validation score of 4.49, with a very good classification. The mean material validation score is 4.17, with a good classification. The "Number Game" game developed is practical, with an average teacher response questionnaire score of 3.75 with a good classification, an average student response questionnaire score is 3.35 with a good classification, and an average percentage of learning implementation is 93.51% with a very good category. The "Number Game" game effectively understood students' concepts, with a learning completeness percentage of 67.64 with an effective classification. It is concluded that educational games are feasible and effective in learning.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH 8 PADA MATERI LINGKARAN Febria Ningsih; Ririn; Laswadi
EDU RESEARCH Vol 4 No 4 (2023): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v4i4.121

Abstract

Permasalahan yang sering ditemui dalam proses pembelajaran matematika salah satunya adalah kurangnya penggunaan media pembelajaran untuk memudahkan peserta didik dalam memahami konsep yang abstrak. Pengembangan media pembelajaran adalah solusi dari permasalahan yang ada. Pengembangan media pembelajaran dapat memanfaatkan teknologi yang ada yaitu menggunakan software macromedia flash. Penelitian ini menggunakan jenis penelitian pengembangan dengan desain ADDIE dengan lima tahapan yaitu analisis (analysis), desain (design), pengembangan (development), penerapan (implementation), dan evaluasi (evaluation). Instrumen penelitian yang digunakan adalah lembar observasi, wawancara dan angket. Produk hasil pengembangan divalidasi oleh tim ahli media dan materi selanjutnya dinilai oleh guru mata pelajaran matematika dan kemudian diujicoba pada kelompok kecil pada peserta didik kelas VIII A. Data yang diperoleh dianalisis secara kualitatif untuk saran ahli dan secara kuantitatif untuk hasil angket. Hasil dari ahli media dan ahli materi dikategorikan valid. Selanjutnya untuk tanggapan guru masuk kategori praktis dan respon siswa masuk dalam kategori cukup praktis. Kesimpulan yang diperoleh yaitu media yang dikembangkan valid dan praktis.