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Kemampuan Literasi Matematika Siswa Madrasah Ibtidaiyah Ditinjau Dari Self-Efficacy Purwanti, Kristi Liani; Mujiasih, Mujiasih
Journal of Integrated Elementary Education Vol 1, No 1 (2021): March 2021
Publisher : Universitas Islam Negeri Walisongo Semarang in collaboration with PD PGMI Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (304.383 KB) | DOI: 10.21580/jieed.v1i1.6975

Abstract

Abstrak Bahasa Indonesia: Literasi matematika sangat diperlukan oleh siswa agar ia mampu menggunakan matematika untuk memecahkan permasalahan yang dihadapinya di kehidupan nyata. Penelitian ini bertujuan untuk mengetahui kemampuan literasi matematika siswa kelas 5 Madrasah Ibtidaiyah ditinjau dari self efficacy dengan menerapkan discovery learning berorientasi HOTS. Metode penelitian yang digunakan adalah eksperimen. Hasil uji hipotesis dalam penelitian ini menunjukkan bahwa nilai sig.= 0.000 = 0 lebih kecil dari 0,05= 5%, artinya rata-rata kemampuan literasi matematika siswa yang memperoleh pembelajaran discovery learning berorientasi HOTS ditinjau dari self-efficacy lebih baik dari siswa yang memperoleh pembelajaran discovery learning. Peningkatan self-efficacy siswa sebelum dan setelah pembelajaran discovery learning berorientasi HOTS mempunyai rata-rata uji gain 0,639, artinya berada dalam kriteria sedang.Abstract in English: Mathematical literacy is needed by students so that they can use mathematics to solve problems they face in real life. This study aims to determine the mathematical literacy skills of 5th-grade students of Madrasah Ibtidaiyah reviewed from self-efficacy by applying HOTS-oriented discovery learning. The research method used was experimental. The results of hypothesis testing in this study indicate that the value of sig. = 0.000 = 0 smaller than 0.05 = 5%, it is that the average mathematical literacy ability of students who get HOTS-oriented discovery learning in terms of self-efficacy is better than students who get discovery learning. The increase in student self-efficacy before and after HOTS-oriented discovery learning has an average gain test of 0.639, it is in the medium criteria.
Use of game-based educational entertainment media to foster mathematical problem-solving proficiency in pre-service mathematics teachers Yulia, Romadiastri; Mujiasih, Mujiasih; Ardani, Riska Ayu; Setambah, Mohd Afifi Bahurudin
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol 10, No 1 (2024): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202423916

Abstract

The capacity to solve mathematical problems is an essential component of the professional abilities that pre-service instructors of mathematics are required to possess. When it comes to coping with technological advancements in the sphere of education, this skill serves as the foundation. For the purpose of enhancing one's capacity to solve mathematical problems, this study proposes an innovative method that involves the use of game-based educational entertainment media (GEM). Within the realm of development research, this research technique focuses on the ways in which problem-solving skills can be enhanced by participation in activities that are based on game-based entertainment media. The ADDIE phases—analysis, design, development, implementation, and evaluation—are the steps that are utilised in the process of development. The GEM was utilised by 94 pre-service mathematics teachers who participated in this research. GEM is effective in developing mathematical problem-solving skills, according to the findings of the research. This is accomplished by encouraging pre-service mathematics teachers to identify problems, model them, solve problems mathematically, and assess the results of their efforts.
Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions Mohd Afifi Bahurudin Setambah; Mazlini Adnan; Syaza Hazwani Zaini; Mujiasih Mujiasih; Riyan Hidayat; Muhammad Alhaji Ibrahim; Hayato Hanazono
Jurnal Infinity Vol 13 No 1 (2024): VOLUME 13, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v13i1.p175-196

Abstract

This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education.
Kemampuan Literasi Matematika Siswa Madrasah Ibtidaiyah Ditinjau Dari Self-Efficacy Purwanti, Kristi Liani; Mujiasih, Mujiasih
Journal of Integrated Elementary Education Vol. 1 No. 1 (2021): March 2021
Publisher : Universitas Islam Negeri Walisongo Semarang in collaboration with PD PGMI Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jieed.v1i1.6975

Abstract

Abstrak Bahasa Indonesia: Literasi matematika sangat diperlukan oleh siswa agar ia mampu menggunakan matematika untuk memecahkan permasalahan yang dihadapinya di kehidupan nyata. Penelitian ini bertujuan untuk mengetahui kemampuan literasi matematika siswa kelas 5 Madrasah Ibtidaiyah ditinjau dari self efficacy dengan menerapkan discovery learning berorientasi HOTS. Metode penelitian yang digunakan adalah eksperimen. Hasil uji hipotesis dalam penelitian ini menunjukkan bahwa nilai sig.= 0.000 = 0 lebih kecil dari 0,05= 5%, artinya rata-rata kemampuan literasi matematika siswa yang memperoleh pembelajaran discovery learning berorientasi HOTS ditinjau dari self-efficacy lebih baik dari siswa yang memperoleh pembelajaran discovery learning. Peningkatan self-efficacy siswa sebelum dan setelah pembelajaran discovery learning berorientasi HOTS mempunyai rata-rata uji gain 0,639, artinya berada dalam kriteria sedang.Abstract in English: Mathematical literacy is needed by students so that they can use mathematics to solve problems they face in real life. This study aims to determine the mathematical literacy skills of 5th-grade students of Madrasah Ibtidaiyah reviewed from self-efficacy by applying HOTS-oriented discovery learning. The research method used was experimental. The results of hypothesis testing in this study indicate that the value of sig. = 0.000 = 0 smaller than 0.05 = 5%, it is that the average mathematical literacy ability of students who get HOTS-oriented discovery learning in terms of self-efficacy is better than students who get discovery learning. The increase in student self-efficacy before and after HOTS-oriented discovery learning has an average gain test of 0.639, it is in the medium criteria.
Profiling and characterizing of banana (Musa paradisiaca) flower bracts-based bioplastic with sorbitol as a plasticizer Ebit Nugroho, Deni; Tri Suryandari, Ervin; Hadi Kusuma, Hamdan; Mujiasih; Kustomo
Al-Kimia Vol 13 No 1 (2025): JUNE
Publisher : Study Program of Chemistry - Alauddin State Islamic University of Makassar

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

Abstract

Banana flower bracts (BFB) are a promising source of starch as a bioplastic material. However, starch-based bioplastics products are primarily stiff and rigid to shape. Polyvinyl alcohol (PVA) may improve the elasticity and increase force resistance of starch-based bioplastics. Therefore, this study aims to analyze the characteristics and determine the optimal combination of BFB starch and PVA concentration for bioplastic production. The BFB were chopped and boiled until soft, soaked in sodium bisulfite solution for 30 minutes, and dried to produce fine powder. The powder was macerated in clean water for two days to produce starch, which was then combined with 0.5 chitosan and various concentrations of PVA. Physical characteristic tests, including Force, tensile strength, elongation, and biodegradation, were measured to determine the best composition. This study found the combination of 0.5 gr of BFB starch, 0.5 gr of chitosan, and 10 ml of PVA improved the capability of bioplastic to hold more than 13 N and tensile strengths up to 25 MPa. Furthermore, increasing BFB concentration is in line with enhanced durability; however, it reduces flexibility. Conversely, PVA significantly increased plasticity and elasticity while maintaining high biodegradability (61.2% per day).
Preferensi Platform Digital dan Intensi Penggunaan MOOCs dalam Pembelajaran Matematika Siswa SMA Mujiasih, Mujiasih; Pramesti, Siti Alvi
Nuris Journal of Education and Islamic Studies Vol. 5 No. 2: 2025
Publisher : STAI Nurul Islam Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52620/jeis.v5i2.122

Abstract

Kemajuan teknologi digital telah membawa perubahan besar dalam metode belajar siswa, termasuk dalam pembelajaran matematika. Salah satu inovasi pembelajaran daring yang semakin banyak digunakan adalah Massive Open Online Courses (MOOCs), yang dinilai relevan dengan kebutuhan pendidikan di era digital. Studi ini bertujuan untuk mengungkap preferensi siswa terhadap platform digital yang terdiri dari media sosial dan MOOCs. Selain itu, penelitian ini juga mengukur intensi siswa dalam menggunakan MOOCs untuk belajar matematika. Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan metode survei terhadap siswa SMA. Pengambilan data diperoleh melalui kuesioner dan skala intensi penggunaan MOOCs. Analisis data menggunakan analisis deskriptif prosentase. Hasil penelitian menunjukkan bahwa Ruang Guru adalah jenis MOOCs yang paling banyak digunakan, sementara YouTube menjadi media sosial yang paling populer dalam mendukung siswa dalam belajar matematika. Rata-rata skor tertinggi intensi penggunaan terdapat pada aspek interaksi siswa dan tutor pada MOOCs, hal ini menunjukkan bahwa pentingnya fitur interaktif dalam proses belajar daring. Selain itu, ditemukan bahwa siswa laki-laki menunjukkan penilaian lebih tinggi dibandingkan perempuan pada hampir semua aspek yang diukur. Temuan ini menggambarkan tren dan kecenderungan siswa SMA dalam memanfaatkan platform digital untuk pembelajaran matematika, serta peluang pengembangan MOOCs yang lebih inklusif dan responsif terhadap kebutuhan siswa.
Menumbuhkan mathematical creativity mahasiswa berdasarkan modifikasi bahar & maker’s theory melalui penerapan pembelajaran DBL mujiasih, mujiasih
AKSIOMA : Jurnal Matematika dan Pendidikan Matematika Vol 10, No 1 (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.v10i1.3754

Abstract

Tumbuhnya mathematical creativity mahasiswa, diawali dengan tumbuhnya kemampuan dalam berpikir dan menemukan (discovery) suatu solusi soal matematika. Dengan demikian, model pembelajaran Discovery Based Learning (DBL) yang disesuaikan dengan kondisi kelas, merupakan model pembelajaran yang dipandang tepat untuk mendukung tumbuhnya mathematical creativity mahasiswa. Mathematical creativity juga perlu ditumbuhkan melalui open ended problems yang bersifat fluency dan flexibility. Namun demikian, belum banyak perkuliahan yang secara khusus dilakukan untuk menumbuhkan mathematical creativity berdasarkan modifikasi Bahar Maker’s theory, sehingga perlu dilakukan penelitian dengan tujuan mengetahui : (1) tahapan dan penerapan modifikasi Bahar Maker’s theory untuk menumbuhkan mathematical creativity, (2) sintaks model DBL sebagai penunjang tumbuhnya mathematical creativity, dan (3) bentuk soal open ended sebagai pengungkap dalam menumbuhkan mathematical creativity mahasiswa berdasarkan Bahar Maker’s theory. Penelitian ini dilakukan melalui metode kualitatif dengan analisis data meliputi : reduksi data, penyajian data, interpretasi data, dan penarikan kesimpulan, dengan hasil sebagai berikut : (1) tahapan dan penerapan modifikasi Bahar Maker’s theory untuk menumbuhkan mathematical creativity  yaitu : menerapkan DBL, membiasakan mahasiswa mengerjakan soal open ended, pemberian tes, dan analisis hasil tes. (2) tahapan sintaks DBL sebagai penunjang tumbuhnya mathematical creativity, adalah dengan melaksanakan materi perkuliahan, diskusi dalam kegiatan penemuan melalui soal open ended, dan paparan hasil diskusi. (3) soal open ended yang digunakan sebagai pengungkap dalam menumbuhkan mathematical creativity mahasiswa berdasarkan modifikasi Bahar Maker’s theory adalah soal open ended yang bersifat fluency dan flexibility yang dikerjakan secara terperinci/elaborasi.
Use of game-based educational entertainment media to foster mathematical problem-solving proficiency in pre-service mathematics teachers Yulia, Romadiastri; Mujiasih, Mujiasih; Ardani, Riska Ayu; Setambah, Mohd Afifi Bahurudin
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 10 No. 1 (2024): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202423916

Abstract

The capacity to solve mathematical problems is an essential component of the professional abilities that pre-service instructors of mathematics are required to possess. When it comes to coping with technological advancements in the sphere of education, this skill serves as the foundation. For the purpose of enhancing one's capacity to solve mathematical problems, this study proposes an innovative method that involves the use of game-based educational entertainment media (GEM). Within the realm of development research, this research technique focuses on the ways in which problem-solving skills can be enhanced by participation in activities that are based on game-based entertainment media. The ADDIE phases—analysis, design, development, implementation, and evaluation—are the steps that are utilised in the process of development. The GEM was utilised by 94 pre-service mathematics teachers who participated in this research. GEM is effective in developing mathematical problem-solving skills, according to the findings of the research. This is accomplished by encouraging pre-service mathematics teachers to identify problems, model them, solve problems mathematically, and assess the results of their efforts.