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Peningkatan Kemampuan Berpikir Kritis dalam Pemecahan Masalah Matematis Menggunakan Pendekatan Open Ended Kowiyah Kowiyah
Jurnal Inovasi Pendidikan Dasar Vol. 1 No. 2 (2016): The Journal of Innovation in Elementary Education
Publisher : Universitas Muhammadiyah Prof. Dr. HAMKA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (429.59 KB) | DOI: 10.22236/jipd.v1i2.19

Abstract

This research aims to investigate the application of open ended approach, to increase students’ critical thinking ability in mathematic problem solving. This research was conducted at SD Islam Terpadu Al-Khairaat Jakarta Timur, with 25 students as subject of the research. This is an action research using Kemmis and McTaggart’s model in two cycles. Each of the cycles consists of planning, acting, observing and reflecting. The result shows the increase of students’ critical thinking ability in mathematic problem solving, by means of open ended approach. It was proved with the increase of students’ grade from 63.92% in the first cycle to 73.80% in the second cycle. The activity of teacher and student using open ended approach achieves mastery learning (100%) at the end of the cycle.
Perbedaan Kemampuan Pemahaman Konsep Matematis Siswa dengan Menggunakan Pendekatan Realistic Mathematics Education dan Pendekatan Problem Solving Siti Yuaeni Ulfah; kowiyah Kowiyah; Daniel Fernandez
Jurnal Inovasi Pendidikan Dasar Vol. 3 No. 2 (2018): The Journal of Innovation in Elementary Education
Publisher : Universitas Muhammadiyah Prof. Dr. HAMKA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (814.892 KB) | DOI: 10.22236/jipd.v3i2.68

Abstract

This study aimed to know the difference of student mathematical concept understanding ability between the aplication of Realistic Mathematical Education and Problem Solving Approaches. This study was held in Sekolah Dasar Negeri Gedong 01 Jakarta Timur. This study method was quasy experiment witj non-equivalent posttest-only control group design. The population in this study was 60 students. The sampling technique in this study was saturation sampling. This study sample who divided into two groups. One group was 1st experiment group that using realistic mathematical education approach and the other one was 2nd experiment group that using problem solving approch. The data was collected using concept understanding ability test in essay. The data was analyzed using t-test. Based on t-test, is was obtained tcount =6.69 and ttable = 2.00 so H0 was rejected. This study was concluded that there was a difference of student mathematical concept understanding ability between realistic mathematical education and problem solving approaches.
Pembelajaran Matematika dan IPA Guru SD Melalui Media Pembelajaran Visual Ima Mulyawati; Kowiyah Kowiyah
Jurnal SOLMA Vol. 7 No. 2 (2018)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (460.649 KB) | DOI: 10.29405/solma.v7i2.1652

Abstract

IbM pengabdian masyarakat melalui workshop pembelajaran matematika dan IPA bagi guru SD melalui media pembelajaran visual di bekasi. Workshop ini dilakukan di gedung seminar UPTD Pembinaan SD Kecamatan Mustika Jaya Bekasi dengan jumlah peserta 45 peserta. Adapun target luaran yang diharapkan dari pelaksanaan pengabdian ini adalah 1) peningkatan pemahaman tentang media pembelajaran matematika dan ipa; 2) peningkatan keterampilan membuat media pembelajaran matematika dan ipa; 3) peningkatan penggunaan media pembelajaran matematika dan ipa; 4) peningkatan penggunaan media pembelajaran dalam model matematika dan ipa; 5) peningkatan antusiasme peserta terkait kegiatan. Metode ini dilakukan dengan lima tahap. Tahap pertama adalah tahap persiapan. Tahap kedua adalah tahap pelaksanaan workshop yang meliputi dua tahap yaitu workshop media pembelajaran matematika dan ipa. Tahap ketiga metode pendekatan workshop diantaranya tanya jawab, simulasi. Tahap keempat adalah evaluasi berupa angket tanggapan guru terhadap pelaksanaan workshop dan evaluasi dari hasil media yang dibuat. Hasil yang dicapai dari kegiatan pengabdian masyarakat adalah sebagai berikut. 1) guru memahami media apa saja yang digunakan dalam pembelajaran matematika dan ipa, 2) guru membuat media pembelajaran, 3) guru mampu menggunakan media pembelajaran yang aktif, kreatif, interaktif. Saran yang bisa disampaikan diterapkan pada semua mata pembelajaran agar menarik siswa di Sekolah.
The Influence of Open Ended Learning Model on Mathematical Problem Solving Ability Gesit Puspa Pamungkas; Kowiyah Kowiyah
Jurnal Ilmiah Sekolah Dasar Vol 5 No 3 (2021): August 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v5i3.37596

Abstract

Permasalahan utama pada penelitian ini adalah rendahnya kemampuan pemecahan masalah matematika siswa sekolah dasar. Kurang efektifnya model pembelajaran yang digunakan oleh guru, menjadi penyebab dari permasalahan tersebut. Tujuan penelitian ini adalah untuk mengetahui dan membuktikan pengaruh model pembelajaran Open Ended terhadap kemampuan pemecahan masalah matematika. Penelitian ini menggunakan pendekatan kuantitatif eksperimen dengan metode Quasi Eksperimen dan desain penelitiannya adalah Post-Test Only Control Design. Subjek penelitian ini adalah siswa kelas IV sebanyak 49 siswa, dengan sampel penelitian terdiri dari dua kelompok, yaitu kelas IVB sebagai kelompok eksperimen sebanyak 24 siswa dan kelas IVD sebagai kelompok kontrol sebanyak 25 siswa. Adapun instrumennya berupa test kemampuan pemecahan masalah matematika berupa esai soal open ended. Hasil penelitian ini menunjukkan terdapat pengaruh model pembelajaran Open Ended terhadap kemampuan pemecahan masalah matematika dengan hasil  (37,23>2,01). Dengan demikian diperoleh hasil bahwa  ditolak dan  diterima, yakni terdapat pengaruh model pembelajaran Open Ended terhadap kemampuan pemecahan masalah matematika siswa kelas IV di SDN Cempaka Baru 01.
Analisis Kebutuhan Pengembangan Permainan Kartu Domino sebagai Media Pembelajaran Operasi Hitung Perkalian Siswa Kelas IV SD Auliya Robiah Adawiyah; Kowiyah Kowiyah
Ideas: Jurnal Pendidikan, Sosial dan Budaya Vol 7 No 3 (2021): Ideas: Jurnal Pendidikan, Sosial, dan Budaya (Agustus)
Publisher : Ideas Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32884/ideas.v7i3.435

Abstract

Keterampilan operasi perkalian sangat penting dalam pendidikankarena operasi perkalian merupakan inti dasar mata pelajaran matematika hingga tingkat tinggi. Fungsi media pada pembelajaran yakni menyampaikan informasi selama pembelajaransehingga menginspirasi siswa untuk belajar. Terdapat banyak variasi media pembelajaran operasi perkalian, di antaranya media permainan kartu. Permainan kartu ini disebut domino. Penelitian ini menggunakan survei kuesioner dengan teknik pengumpulan data melalui kuesioner dan angket dikategorikan sesuai dengan kebutuhan target yang diujicobakan kepada siswa kelas IV SD dengan latar sekolah yang berbeda. Tujuan pada penelitian ini yakni ingin mengetahui kebutuhan dalam pengembangan permainan kartu domino, media pembelajaran yang digunakan oleh guru pada pembelajaran operasi perkalian, dan tingkat ketahuan para siswa terkait dengan media kartu domino tersebut. Adapun hasil penelitian menunjukkan tingkat implementasi media pada pembelajaran mendapatkan skor sebesar 78,1% dan respons positif terhadap permainan kartu sebesar 78,1%. Multiplication operation skills are very important in education, because multiplication operations are the basic core of mathematics subjects to a high level. The function of the media in the learning is to convey information during learning, so that it inspires students to learn. There are many variations of multiplication operation learning media, including card game media. This study used a questionnaire survey with data collection techniques through questionnaires and questionnaires categorized according to the needs of the target were tested on fourth grade elementary school students with different school backgrounds. The purpose of this study is to find out the needs in the development of domino card games, the learning media used by teachers in learning multiplication operations, and the level of discovery by students related to the domino card media. The results of the study show that the level of media implementation in learning gets a score of 78,1% and a positive response to card games is 78,1%.
Development of Rotating Machines on Fractional Materials for Grade III Elementary School Students Sinta Nurcahyana; Kowiyah Kowiyah
Daya Matematis: Jurnal Inovasi Pendidikan Matematika Vol 10, No 2 (2022): Juli
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jdm.v10i2.35908

Abstract

The purpose of this study was to develop a rotating jentera learning media for class III fractions at SDN Pondok Bahar 05. This research is included in research and development (R & D). This study uses a 4D model with four stages, namely: 1) define stage, 2) design stage, 3) develop stage, 4) disseminate stage. The address of this research is at SDN Pondok Bahar 05. The object of the experiment was carried out by 30 third grade students at the elementary school. This data collection uses a media expert validation questionnaire, a material expert validation questionnaire, and a student response questionnaire. The result of product development is a rotating jentera learning media for fractional materials. The results of the material expert validation got an average score of 80% in the "valid" category. The results of media expert validation obtained an average score of 92.85% with the "very valid" category. The results of student responses based on field trials obtained an average score of 97.92% which included the "very valid" category. Based on the results, it can be concluded that the rotating jentera learning media on fractional material is very suitable to be used as a learning medium for fractional mathematics
The Effectiveness of Using Quizizz in Numerational Literacy Skills of Fractional Materials in 3rd Grade Students of Elementary School Rara Andyra; Kowiyah Kowiyah
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 6 No 3 (2022): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 6 Nomor 3 Tahun 2022
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v6i3.1557

Abstract

The purpose of its application in this study is to determine the effectiveness of using Quizizz game-based application media in numeracy literacy skills. The method implemented in this research is a combination method with Explanatory Sequential Designs. The data collection technique used is a matter of numeracy literacy test material assisted by Quizizz, e-questionnaire assisted by google form, and interview sheet. The subjects used were 25 students of class III C Ibnu Batutah SD IT Harum for the 2021/2022 academic year. The results of data processing, the average value obtained by students with Quizizz media on all indicators is 81.80 with a percentage of 80% of students belonging to the complete group, compared to the average value obtained by students who only use paper, which is 68.80 with a percentage of 40% of students belonging to the complete group. In further testing using SPSS version 25 through the paired sample t-test the value of sig (2-tailed) is smaller than 0.05, namely 0.000 < 0.05, meaning is rejected and is accepted. The results of the open questionnaire and interview process showed that all students gave positive responses in using the Quizizz application media when working on questions. This study concludes that there is an influence in the use of Quizizz application media in numeracy literacy skills in third third gradients of SD IT Harum.
Analisis Kesalahan Siswa Dalam Menyelesaikan Soal Cerita Matematika Materi Kecepatan Menggunakan Teori Kastolan Dita Afifah Ramadhini; Kowiyah Kowiyah
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 6 No 3 (2022): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 6 Nomor 3 Tahun 2022
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v6i3.1581

Abstract

Tujuan capaian penelitian untuk mengetahui macam-macam kesalahan siswa, letak-letak kesalahan siswa, dan faktor penyebab kesalahan tersebut. Subjek dalam penelitian ini menggunakan 26 siswa kelas V-A. Instrumen pengumpulan data menggunakan tes uraian hasil belajar siswa, wawancara siswa, dan wawancara wali kelas. Teori kastolan digunakan untuk mengetahui kesalahan konseptual siswa, kesalahan prosedural siswa, dan kesalahan teknik siswa. Teknik analisis data yang digunakan meliputi, 1) mengoreksi tes uraian hasil belajar siswa berdasarkan teori kastolan, 2) melihat dan mengidentifikasi setiap kesalahan siswa, 3) menghitung persentase kesalahan siswa berdasarkan kelompok kastolan, 4) menghitung nilai akhir dan memilih tiga siswa berdasarkan skor nilai dan nilai akhir, 5) mengidentifikasi hasil wawancara dengan tiga siswa dan wali kelas, 6) data-data yang sudah dihitung di analisis menggunakan teknik triangulasi peneliti untuk keabsahan data dan penyajian data, 7) kesimpulan dari data. Berdasarkan teori kastolan yang diteliti dalam menyelesaikan soal cerita kecepatan didapatlah temuan, yaitu, 34% bagian kesalahan prosedural, 34% bagian kesalahan teknik, 32% bagian kesalahan konseptual. Macam-macam kesalahan siswa, yaitu: kesalahan menuliskan diketahui dan ditanyakan, kesalahan menuliskan langkah-langkah, kesalahan menghitung. Faktor penyebab siswa melakukan kesalahan saat mengerjakan soal kecepatan berbentuk cerita, yaitu: siswa kurang mempelajari konsep soal cerita, terburu-buru dalam menjawab, kurangnya ketelitian, dan kurangnya logika siswa
Pengaruh Media Video Animasi terhadap Kemampuan Membaca Permulaan Firbi Utami; Kowiyah Kowiyah
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 7, No 2 (2022): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v7i2.5415

Abstract

This research aims to study was to see whether there was an effect of animated video media on the early reading ability of the 1st graders of SD Negeri 13 Toboali. The approach used is quantitative in the form of an experiment or can be called, pre-experimental. The research design used in this research is the one-group pretest – posttest. The population in this study were all students of class I/B SDN 13 Toboali, totaling 26 students. The sampling technique in this study was a saturated sample. The instrument used in this study was in the form of questions to measure initial reading ability. The results of this study with the pretest value which was initially 51.923 to 77.692 after the posttest. This result is also seen from the results of hypothesis testing, namely, count > table with a value of 10,775 > 1,782, so the conclusion is H0 is accepted, meaning that there is an Effect of Animated Video Media on Beginning Reading Ability of First Grade Students of SD Negeri 13 Toboali.
ANALISIS KEBUTUHAN PENGGUNAAN KOMIK SEBAGAIMEDIA PEMBELAJARAN MATEMATIKA MATERI PECAHAN SISWA KELAS IV SD Riskika Febriyandani; Kowiyah Kowiyah
JS (JURNAL SEKOLAH) Vol 5, No 3 (2021): JUNI 2021
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.842 KB) | DOI: 10.24114/js.v5i3.26548

Abstract

Abstract :Mathematics is a universal science and the basis of the development of modern technology. Mathematics plays an important role in the development of other sciences because it can answer questions in life quickly and precisely and can be explained including fractional material in mathematics. Several factors are supported in learning outcomes, one of which is the application of learning media. The learning media used to require interest and motivation to learn is comic media. The comic media that uses print technology in the form of a book and has a very interesting story concept will be developed by the researcher. The purpose of this analysis is only to understand the media commonly applied by educators when learning mathematics, especially fractions. This research is included in survey research with file collection techniques through questionnaires and questionnaires which are categorized according to the needs of the target. The results show that the use of learning media is 94%, the use of comics media is 26%, and the positive response to the existence of comics in mathematics learning is 58%.Keywords : Learning Media Development, Comic Media, FractionAbstrak:Matematika ilmu universal dan dasar dari perkembangan teknologi modern. Matematika berperan penting dalam perkembangan ilmu-ilmu lain karena dapat menjawab pertanyaan-pertanyaan dalam kehidupan dengan cepat dan tepat serta dapat dijelaskan termasuk materi pecahan dalam matematika. Beberapa factor yang didukung dalam hasil belajar salah satunya adalah penerapan media pembelajaran. Media pembelajaran yang digunakan untuk membutuhkan minat dan motivasi belajar adalah media komik. Media komik yang menggunakan teknologi cetak yang berbentuk buku dan terdapat konsep cerita yang sangat menarik inilah yang akan dikembangkan oleh peneliti. Tujuan analisis ini hanya untuk memahami media yang biasa diterapkan oleh pendidik pada saat pembelajaran matematika terutama materi pecahan. Penelitian ini termasuk kedalam penelitian survey dengan teknik pengumpulan data melalui kuesioner dan angket yang dikategorikan sesuai dengan kebutuhan target. Didapatkan hasil bahwa penggunaan media pembelajaran sebesar 94%, penggunaan media komik sebesar 26%, dan tanggapan positif adanya komik dalam pembelajaran matematika sebesar 58%.Kata Kunci: Pengembangan Media Pembelajaran, Media Komik, Pecahan