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Journal : Indo-MathEdu Intellectuals Journal

Kemampuan Pemecahan Masalah Matematika Melalui Model Pembelajaran Kontekstual Berbantuan Quizizz Ditinjau dari Kecerdasan Visual Spasial Ratnasari, Emiliana; Oktaviana, Dwi; Saputro, Marhadi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2298

Abstract

This research aims to determine whether there are differences in mathematical problem solving abilities through the contextual learning model assisted by Quizizz in terms of visual spatial intelligence. This research is a quantitative research type of True Experimental Design. The research subjects were class VIII students at SMPN 17 Pontianak with a total of 60 students. The samples in this study were class VIII B as an experimental class using the contextual learning model assisted by Quizzizz and class VIII A as a control class using a conventional learning model. Data was obtained from the mathematical problem-solving ability test given to students. The data analysis technique used a two-way anava test and an advanced test using a double comparison test with the Sheffe method. Based on the results of the analysis and discussion of the research data, the results were obtained that the ability to solve mathematical problems using the quizizz-assisted contextual learning model is better than the ability to solve mathematical problems using the conventional learning model. There is an interaction between the quizizz-assisted contextual learning model and students' spatial visual intelligence on mathematical problem solving
Analisis Kemampuan Literasi Matematis Siswa pada Materi Operasi Aljabar di SMP Negeri 19 Pontianak Rosandi, Oscar Oki; Saputro, Marhadi; Abdillah, Abdillah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3681

Abstract

This research aims to analyze the mathematical literacy skills of students on algebraic operations material. The study uses a descriptive qualitative method with a case study format. The population in this research is the entire class VII C of SMP Negeri 19. Using purposive sampling techniques, a total population of 30 students was obtained, with 6 samples chosen as main subjects based on high, medium, and low mathematical literacy ability categories. The research instruments include mathematical literacy ability tests and interviews. The data analysis technique used is qualitative data analysis with stages of data reduction, data presentation, and conclusion drawing. The results of the study show that students with high mathematical literacy skills were able to meet all indicators of mathematical literacy ability, namely formulating, applying, and interpreting, although there were some errors in their written solutions. Students with medium literacy skills were able to understand the indicators of formulating and applying but still made technical errors in interpreting. Meanwhile, students with low mathematical literacy skills were only able to understand the formulating indicator.
Almath Game Berbasis Aktivitas Metakognisi Terhadap Kemampuan Penalaran Matematis Siswa pada Materi Bentuk Aljabar Kelas VII SMP Gusliandi, Muhammad Diki; Hartono, Hartono; Saputro, Marhadi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3852

Abstract

This research aims to produce learning media in the form of almath games based on metacognition activities on students' mathematical reasoning abilities on algebraic form materials. The research method used is Research and Development (R&D) with the ADDIE development model which includes five stages: analysis, design, development, implementation, and evaluation. The research subjects consisted of grade VII students at SMP Negeri 5 Sungai Kakap with a total of 29 students. The research instruments used included expert validation sheets, teacher and student response questionnaires, and learning outcome tests (posttests). Based on the results of the validation of material experts and media experts with an overall average score of 92.56% with very valid criteria. The results of the practicality score were seen from the teacher response questionnaire and the student response questionnaire with an overall average score of 92.56% with very practical criteria. Meanwhile, the effectiveness value of the developed media was obtained from the results of the students' posttest. For the results of class completion (%) ≥ 75 who obtained a percentage of 89.65% with very effective criteria. Based on the results of the study, the almath game media based on metacognition activities on students' mathematical reasoning skills is suitable for use in mathematics learning, especially in algebraic form material for grade VII junior high school.
Pengembangan Media Pop Up Book Digital Berbasis Open Ended Problem Terhadap Kemampuan Pemahaman Konsep Matematis dalam Materi Bangun Ruang pada Siswa Kelas VII SMP Negeri 9 Sungai Raya Ananda, Fadila Dwi; Saputro, Marhadi; Irvandi, Wandra
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i7.4412

Abstract

This study aims to develop a digital Pop Up Book learning medium based on Open Ended Problems to improve students' mathematical concept comprehension skills in the subject of cubes in Grade VII at SMP Negeri 9 Sungai Raya. The method used is Research and Development (R&D) with a 4D model modified into three stages, namely Define, Design, and Develop. Research data was obtained through validation by subject matter experts, media experts, and language experts, as well as through questionnaires for teachers and students and learning outcome tests. Data analysis was conducted using descriptive quantitative and qualitative methods. Validation data was analysed using percentages to assess the validity of the media, while practicality was determined based on the responses of teachers and students regarding the ease of use and attractiveness of the media. The effectiveness of the media was measured by comparing the average pretest and posttest scores to see the improvement in students' understanding of mathematical concepts. The results of the study indicate that the Open Ended Problem-based digital Pop Up Book is highly valid in terms of content, appearance, and language, and is considered practical and easy to use in the learning process. In addition, this media has been proven to be effective in improving students' understanding of cube concepts through open-ended problem-solving activities that stimulate critical and creative thinking. Thus, this media is suitable for use as an innovative alternative in interactive mathematics learning in junior high schools
Kemampuan Pemecahan Masalah Matematika Melalui Model Pembelajaran Kontekstual Berbantuan Quizizz Ditinjau dari Kecerdasan Visual Spasial Ratnasari, Emiliana; Oktaviana, Dwi; Saputro, Marhadi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2298

Abstract

This research aims to determine whether there are differences in mathematical problem solving abilities through the contextual learning model assisted by Quizizz in terms of visual spatial intelligence. This research is a quantitative research type of True Experimental Design. The research subjects were class VIII students at SMPN 17 Pontianak with a total of 60 students. The samples in this study were class VIII B as an experimental class using the contextual learning model assisted by Quizzizz and class VIII A as a control class using a conventional learning model. Data was obtained from the mathematical problem-solving ability test given to students. The data analysis technique used a two-way anava test and an advanced test using a double comparison test with the Sheffe method. Based on the results of the analysis and discussion of the research data, the results were obtained that the ability to solve mathematical problems using the quizizz-assisted contextual learning model is better than the ability to solve mathematical problems using the conventional learning model. There is an interaction between the quizizz-assisted contextual learning model and students' spatial visual intelligence on mathematical problem solving