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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.
Gamifying Education: Evaluating the Role of 'Corner' Video Game in Improving Conceptual Understanding and Learning Interest Laswadi; Rhomiy Handican; I Made Arnawa; Ali Asmar
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.75651

Abstract

The need for innovative approaches in mathematics learning has become increasingly urgent to address the challenges of conceptual understanding and foster sustainable learning interest among students. This study aims to evaluate the effectiveness of the educational video game "Corner" in enhancing students' mathematical conceptual understanding and strengthening their interest in learning mathematics. The research employed a quasi-experimental method with a Non-equivalent (Pre-test and Post-test) Control Group Design. The instruments used included a mathematical conceptual understanding test and a mathematics learning interest questionnaire. Data were analyzed using independent sample t-tests and paired sample t-tests to compare the results between the experimental and control groups. The findings revealed that the use of the educational game "Corner" significantly improved students' mathematical conceptual understanding. Additionally, there was an increase in students' interest in learning mathematics, as indicated by significant differences between the pre-test and post-test results in the experimental group compared to the control group. These findings suggest that game-based educational media is not only effective in helping students grasp mathematical concepts but also motivates them to become more active and enthusiastic in learning mathematics. Therefore, the use of game-based learning media such as "Corner" can be adopted by educators as an effective strategy to improve the quality of mathematics education in schools.
Scoping Literature Review: What Activities Can Help Students Discover Permutations? Aan Putra; Zulkardi Zulkardi; Ratu Ilma Indra Putri; Laswadi Laswadi; Duano Sapta Nusantara
Edumatika Vol 6 No 2 (2023): November 2023, Edumatika : Jurnal Riset Pendidikan Matematika
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan IAIN Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/ejrpm.v6i2.3167

Abstract

Mathematical knowledge will be meaningful for students if it is discovered through mathematical rediscovery activities. This research aims to provide an overview of the activities carried out by researchers in teaching material on multiplication rule and permutation as an insight for other researchers to try various activities that are relevant for teaching combinatorics material in general. This research is a scoping literature review using the 8-stage framework of Xiao & Watson. The review was carried out on 6 relevant articles published in various reputable international journals without a specific time limit. Based on the results of the review, it was found that learning permutations using activities included using the context of towers, beaded bracelets, presentation sequences, teddy bears, and photography. The activities used generally consist of arranging physical objects. The author suggests using reorderable objects to teach permutations. The context used must be adapted to the knowledge and experience of the students.