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Distance Learning Design: A Problem-Based Learning with Flipped Classroom Model through improving student learning outcomes and learning motivation Laswadi, Laswadi; Setiawan, M Eval; Efyanti, Yasni; Pentang, Jupeth Toriano; Taresh, Sahar M
Jurnal Inovasi Pendidikan IPA Vol. 9 No. 2: Oktober 2023
Publisher : Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jipi.v9i2.63166

Abstract

The purpose of this study is to improve learning outcomes in the form of cognitive abilities and student learning motivation through the development of the learning design Problem-Based Learning within flipped classroom model. The study used quasi-experimental research with One Group Pretest-Post Test Design. In the research process, instruments are needed in the form of (1) multiple-choice tests as instructional cognitive measurements of students, and (2) observation sheets of learning motivation measurements in the form of motivational rubrics developed based on arcs rubrics. The increased motivation was analyzed based on the results of the questionnaire produced based on the ARCS rubric develop the results of student learning (post-test) are calculated using the t-test and then continued with the conclusion of the learning hypothesis. Based on the hypothesis test, it was found that 0.000 <0.005, it can be concluded that there is a real difference between learning outcomes in the pretest and posttest data. This result means that the application of this learning method can improve the learning outcomes of students. In addition, there is an increase in motivation in the learning process with flipped classrooms and problem-based learning design. Increased student motivation in the learning process I to learning III by 3% to 13%. But from this study, it is expected that there will be further research using the same model in other subjects and by using a larger sample and taking measurements on affective and psychomotor aspects
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN MEDIA KAHOOT TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA Elsa Yeslina Putri; Laswadi; Mesi Oktafia
JUMLAHKU: Jurnal Matematika Ilmiah STKIP Muhammadiyah Kuningan Vol 11 No 1 (2025): JUMLAHKU VOL.11 NO.1 2025
Publisher : Program Studi Pendidikan Matematika Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jumlahku.v11i1.4629

Abstract

Tujuan dari penelitian ini adalah untuk mengeksplorasi apakah ada pengaruh yang signifikan pada kemampuan siswa dalam menyelesaikan masalah matematika antara siswa yang belajar dengan model Problem Based Learning dan yang tidak. Penelitian ini menggunakan metode quasi eksperimen dengan pendekatan kuantitatif. Desain yang digunakan dalam studi ini adalah post-test only control group design. Seluruh populasi yang diteliti terdiri dari 175 siswa di kelas X SMK Negeri 3 Kota Sungai Penuh. Sampel penelitian diambil dari kelas X busana 2 dengan 24 siswa dan kelas X kuliner 1 yang terdiri dari 21 siswa. Data dikumpulkan melalui metode tes menggunakan instrumen berupa soal uraian. Uji yang dilakukan adalah t-test independent untuk menarik kesimpulan dari hasil penelitian. Hasil yang ditemukan menunjukkan bahwa penerapan model pembelajaran PBL yang dibantu oleh Kahoot mempunyai pengaruh signifikan terhadap kemampuan siswa dalam menyelesaikan masalah matematika, yang terlihat dari nilai Sig. (2-tailed) < 0,05 (0,000 < 0,005). Berdasarkan hasil analisis data, model pembelajaran PBL yang memanfaatkan media kahoot memberikan dampak positif terhadap kemampuan siswa dalam menyelesaikan masalah matematika.
Enumeration rules and numeracy problems in tourism activities Putra, Aan; Zulkardi, Zulkardi; Putri, Ratu Ilma Indra; Laswadi, Laswadi
Journal of Honai Math Vol. 8 No. 3 (2025): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v8i3.980

Abstract

School mathematics is designed to equip students with foundational mathematical knowledge while simultaneously fostering mathematical literacy, including numeracy, essential for effective problem-solving. Achieving these objectives requires students to engage with mathematics through contexts that are relevant to their prior knowledge and lived experiences, thereby facilitating a more meaningful mastery of mathematical concepts and literacies. The tourism sector offers a rich context for such engagement, presenting opportunities to connect enumeration rules and numeracy with real-world scenarios. This study investigates the integration of enumeration rules and numeracy through tourism-based learning activities situated in Kerinci, Jambi. The aim is to inform the development of learning resources that are locally relevant and reflect the authentic experiences of students. Employing an exploratory qualitative methodology, this research involved field observations and semi-structured interviews with local tourism practitioners and mathematics educators. Thematic analysis was conducted to identify genuine tourism-related activities in Kerinci that illustrate the application of enumeration principles and numeracy skills. Findings indicate that a range of tourism activities including selecting transportation modes, accommodations, destinations, travel routes, and tourist attractions are inherently linked to enumeration (determining the number of possible choices) and numeracy (applying quantitative reasoning to make optimal decisions). By situating enumeration and numeracy within everyday tourism practices, this study demonstrates how local contexts can enhance mathematics instruction. The results provide a foundation for future design research focused on developing and evaluating instructional trajectories that incorporate local tourism scenarios into mathematics teaching, particularly regarding enumeration and numeracy concepts.
Edutainment : Pembelajaran Matematika Menyenangkan Melalui Video Game di SMPN 3 Kota Sungai Penuh Handican, Rhomiy; Laswadi, Laswadi; raymond, maiza
RANGGUK: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2024): RANGGUK: Jurnal Pengabdian Kepada Masyarakat
Publisher : Institut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/rgk.v4i2.4606

Abstract

Pendidikan matematika seringkali dianggap sebagai mata pelajaran yang sulit dan membosankan oleh banyak siswa. Oleh karena itu, penting untuk mencari pendekatan yang lebih menarik dan efektif dalam menyampaikan materi pembelajaran matematika. Salah satu metode yang dapat diterapkan adalah edutainment, yaitu penggabungan antara pendidikan dan hiburan yang dapat membuat proses belajar menjadi lebih menyenangkan dan interaktif. Artikel ini mengkaji penerapan edutainment dalam pembelajaran matematika melalui video game di SMPN 3 Kota Sungai Penuh. Tujuan utama dari pengabdian kepada masyarakat ini adalah untuk meningkatkan minat dan pemahaman siswa terhadap mata pelajaran matematika dengan memanfaatkan video game edukatif yang dirancang khusus. Metode yang digunakan dalam kegiatan ini adalah pelatihan kepada guru dan implementasi permainan berbasis teknologi yang mengintegrasikan konsep-konsep matematika dalam bentuk yang menarik dan mudah dipahami. Hasil dari kegiatan ini menunjukkan bahwa siswa merasa lebih termotivasi dan tertarik untuk belajar matematika setelah menggunakan video game sebagai media pembelajaran. Selain itu, mereka juga menunjukkan peningkatan dalam pemahaman konsep-konsep matematika dasar. Melalui penggabungan unsur hiburan dalam pembelajaran, diharapkan proses belajar matematika dapat lebih menyenankan, efektif, dan berdampak positif terhadap hasil belajar siswa. Kegiatan ini memberikan kontribusi yang signifikan dalam meningkatkan kualitas pembelajaran matematika di SMPN 3 Kota Sungai Penuh dan menjadi model yang dapat diterapkan di sekolah-sekolah lainnya.
Teaching the Rule of Product using Nature Tourism Routes Putra, Aan; Zulkardi, Zulkardi; Putri, Ratu Ilma Indra; Laswadi, Laswadi; Susanti, Elly; Nusantara, Duano Sapta
Tarbawi : Jurnal Ilmu Pendidikan Vol. 19 No. 2 (2023): Tarbawi : Jurnal Ilmu Pendidikan
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan Institut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/tarbawi.v19i2.3168

Abstract

A tourism route is a sequence of tourist attractions visited. Students are familiar with tour activities and often plan tourism routes to visit several tourist attractions. Students' experience and knowledge about tourism routes can be used as a context for teaching the rule of product. Therefore, this research aims to design a learning trajectory for the rule of product using the Indonesian Realistic Mathematics Education (PMRI) approach in the Kerinci nature tourism route context. The research method used is design research with a validation study type, which consists of three stages: preparation and design, teaching experiment, and retrospective analysis. The subjects involved in this research were 11 third-semester mathematics education students at a university in Jambi, Indonesia. The instruments include learning video recordings, student work results, field notes, and test sheets. The research results show that learning trajectories designed in the context of tourism routes can help students discover, understand, and use the rule of product in solving relevant mathematical problems. The learning tracjectory consists of four activities: making a list of Kerinci tourist attractions, determining the location of several tourist attractions on a sketch map, arranging tourist attractions in tourism routes, and solving problems regarding possible tourism routes. This research shows that the designed learning trajectory is vital in helping students discover and understand the rule of product and apply them to solving relevant problems.
STUDENTS’ PERCEPTIONS OF THE USE OF ARTIFICIAL INTELLIGENCE IN COMPLETING MATHEMATICS ASSIGNMENTS Afianti, Delima; Laswadi, Laswadi
Jurnal Pendidikan Matematika dan IPA Vol 17, No 1 (2026): January 2026
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jpmipa.v17i1.97979

Abstract

The use of Artificial Intelligence (AI) in education has brought attention to how students view its role in helping them complete mathematics tasks. This study explores these perceptions by considering seven indicators: cognitive, affective, conative, usefulness, ease of use, critical awareness, and independence versus dependence. The research employed a descriptive quantitative design involving 33 Mathematics Education students at IAIN Kerinci. Data were gathered through a Likert-scale questionnaire and processed using descriptive statistical techniques. The results indicate that students tend to have positive perceptions, reflected in a mean score of 3.3470. While AI is generally seen as useful and easy to operate, some students still express concerns about becoming too dependent and losing opportunities to learn independently. These findings point to the need for instructional approaches that utilize AI wisely while still fostering critical, ethical, and independent learning habits.
The Effect of Project Activity Cooperative Exercise (PACE) Learning Model on Students’ Mathematical Communication Skills in Science Integrated Mathematics Education Zeni, Reka Afrillia; Musdi, Edwin; Laswadi; Nasution, Eline Yanty Putri; Kurniawan, Romi
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.14450

Abstract

This quasi-experimental study examined the effect of the Project, Activity, Cooperative Learning, and Exercise (PACE) model on eighth-grade students' mathematical communication ability in solid geometry. Forty students from SMPN 6 Model Kota Sungai Penuh were assigned to an experimental group (PACE model) and a control group (conventional instruction). Both groups received six learning sessions on cubes and cuboids, followed by a six-item essay test assessing three communication indicators: written text, drawing, and mathematical expressions. Data analysis using independent samples t-test revealed the experimental group achieved a significantly higher mean score (81.25, high category) compared to the control group (73.125, moderate category); t(38) = 2.899, p = 0.006. The rejection of the null hypothesis confirmed that PACE implementation positively influenced students' ability to express mathematical ideas through verbal explanations, accurate visual representations, and appropriate symbolic notations. The model's project-based and collaborative components effectively scaffolded students' articulation of geometric concepts, demonstrating its pedagogical value for enhancing mathematical discourse in Indonesian lower secondary classrooms.