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Journal : Journal Focus Action of Research Mathematic (Factor M)

Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning Arif Achmad Syaikhu; Yuniar Ika Putri Pranyata; Trija Fayeldi
Journal Focus Action of Research Mathematic (Factor M) Vol. 5 No. 1 (2022)
Publisher : IAIN Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (620.509 KB) | DOI: 10.30762/f_m.v5i1.629

Abstract

Penelitian ini merupakan penelitian pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning untuk meningkatkan motivasi belajar di SMP Modern Al Rifa Ie. Penelitian ini bertujuan untuk mengetahui pengembangan game edukasi dan mengetahui kelayakan game edukasi. Penelitian ini menerapkan pendekatan Research & Development dengan menggunakan model ADDIE yang dimulai dari tahap (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Hasil uji kelayakan game edukasi matematika Snake and Ladder dinyatakan sangat valid berdasarkan hasil validasi oleh ahli media dengan persentase kevalidan sebesar 88,90%, ahli materi sebesar 81,25%, dan ahli pembelajaran sebesar 86,80%, dinyatakan sangat praktis berdasarkan hasil angket respon siswa dengan persentase sebesar 97,26%, dan terbukti efektif dalam meningkatkan motivasi belajar siswa berdasarkan selisih hasil angket motivasi belajar siswa sebelum menggunakan media dari 76,38% menjadi 85,78% setelah menggunakan media. Hal tersebut menunjukkan produk pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning valid, praktis dan efektif untuk meningkatkan motivasi belajar siswa SMP Modern Al Rifa Ie. This research is a research on the development of Electronic Snake and Ladder (eSnL) mathematics learning media on game-based learning to increase motivation to study at Al Rifa Ie Modern Junior High School. This study aims to determine the development of educational games and determine the feasibility of educational games. This research applies the Research & Development approach using the ADDIE model which starts from stage (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The feasibility test results of the Snake and Ladder mathematics educational game were declared very valid based on the validation results by media experts with a percentage of validity of 88.90%, material experts of 81.25%, and learning experts of 86.80%, it was stated to be very practical based on the results of student response questionnaires with a percentage of 97.26%, and proven effective in increasing students' learning motivation based on the difference in the results of the student learning motivation questionnaire before using the media from 76.38% to 85.78% after using the media. This shows that the electronic snake and ladder (eSnL) mathematics learning media development product on game-based learning is valid, practical and effective to increase the learning motivation of students of Al Rifa Ie Modern Junior High School.
Optimizing education primary selection in universities: A fuzzy inference system with the mamdani method Mandala, Arif Sapta; Pranyata, Yuniar Ika Putri
Journal Focus Action of Research Mathematic (Factor M) Vol. 7 No. 1 (2024)
Publisher : IAIN Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/f_m.v7i1.2596

Abstract

Pemilihan jurusan pendidikan yang tepat sangat penting untuk perencanaan karir, terutama bagi calon-calon guru. Keputusan pemilihan jurusan ini seringkali sulit diambil karena berbagai faktor yang kompleks. Penelitian ini bertujuan untuk mengembangkan Fuzzy Inference System (FIS) dengan metode Mamdani untuk membantu calon mahasiswa guru di universitas pendidikan dalam memilih jurusan yang sesuai. Pengembangan sistem FIS menggunakan metode RAD (Rapid Application Development). Kriteria yang digunakan untuk pengolahan data melalui FIS meliputi nilai CBT pada tahun 2023, kapasitas jurusan, dan minat mahasiswa pada tahun 2022 khusus dalam kelompok SAINTEK di Indonesia. Mamdani digunakan untuk memberikan rekomendasi berdasarkan data calon mahasiswa terkait kemampuan kognitif, literasi bahasa, dan penalaran matematis. Hasilnya menunjukkan bahwa sistem ini dapat digunakan dalam membimbing calon mahasiswa saintek dalam memilih jurusan yang sesuai dengan minat dan potensi mereka. Penelitian ini secara khusus memberikan manfaat bagi calon mahasiswa SAINTEK yang ingin melanjutkan pendidikan ke perguruan tinggi di universitas-universitas pendidikan di Indonesia, dengan memberikan panduan yang terstruktur dan sistematis untuk pemilihan jurusan. Choosing the right education major is very important for career planning, especially for prospective teachers. Choosing a major is often challenging due to various complex factors. This research aims to develop a Fuzzy Inference System (FIS) using the Mamdani method to help prospective student teachers at educational universities choose an appropriate major. FIS system development uses the RAD (Rapid Application Development) method. The criteria used for data processing through FIS include CBT scores in 2023, department capacity, and student interest in 2022, specifically in the SAINTEK group in Indonesia. Mamdani provides recommendations based on prospective student data regarding cognitive abilities, language literacy, and mathematical reasoning. The results show that this system can guide prospective science and technology students in choosing majors that suit their interests and potential. This research provides explicit benefits for prospective SAINTEK students who wish to continue their education at tertiary institutions at educational universities in Indonesia by providing structured and systematic guidance for selecting majors.
Optimizing education primary selection in universities: A fuzzy inference system with the mamdani method Mandala, Arif Sapta; Pranyata, Yuniar Ika Putri
Journal Focus Action of Research Mathematic (Factor M) Vol. 7 No. 1 (2024): June 2024
Publisher : Universitas Islam Negeri (UIN) Syekh Wasil Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/f_m.v7i1.2596

Abstract

Pemilihan jurusan pendidikan yang tepat sangat penting untuk perencanaan karir, terutama bagi calon-calon guru. Keputusan pemilihan jurusan ini seringkali sulit diambil karena berbagai faktor yang kompleks. Penelitian ini bertujuan untuk mengembangkan Fuzzy Inference System (FIS) dengan metode Mamdani untuk membantu calon mahasiswa guru di universitas pendidikan dalam memilih jurusan yang sesuai. Pengembangan sistem FIS menggunakan metode RAD (Rapid Application Development). Kriteria yang digunakan untuk pengolahan data melalui FIS meliputi nilai CBT pada tahun 2023, kapasitas jurusan, dan minat mahasiswa pada tahun 2022 khusus dalam kelompok SAINTEK di Indonesia. Mamdani digunakan untuk memberikan rekomendasi berdasarkan data calon mahasiswa terkait kemampuan kognitif, literasi bahasa, dan penalaran matematis. Hasilnya menunjukkan bahwa sistem ini dapat digunakan dalam membimbing calon mahasiswa saintek dalam memilih jurusan yang sesuai dengan minat dan potensi mereka. Penelitian ini secara khusus memberikan manfaat bagi calon mahasiswa SAINTEK yang ingin melanjutkan pendidikan ke perguruan tinggi di universitas-universitas pendidikan di Indonesia, dengan memberikan panduan yang terstruktur dan sistematis untuk pemilihan jurusan. Choosing the right education major is very important for career planning, especially for prospective teachers. Choosing a major is often challenging due to various complex factors. This research aims to develop a Fuzzy Inference System (FIS) using the Mamdani method to help prospective student teachers at educational universities choose an appropriate major. FIS system development uses the RAD (Rapid Application Development) method. The criteria used for data processing through FIS include CBT scores in 2023, department capacity, and student interest in 2022, specifically in the SAINTEK group in Indonesia. Mamdani provides recommendations based on prospective student data regarding cognitive abilities, language literacy, and mathematical reasoning. The results show that this system can guide prospective science and technology students in choosing majors that suit their interests and potential. This research provides explicit benefits for prospective SAINTEK students who wish to continue their education at tertiary institutions at educational universities in Indonesia by providing structured and systematic guidance for selecting majors.
Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning Syaikhu, Arif Achmad; Pranyata, Yuniar Ika Putri; Fayeldi, Trija
Journal Focus Action of Research Mathematic (Factor M) Vol. 5 No. 1 (2022)
Publisher : Universitas Islam Negeri (UIN) Syekh Wasil Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/f_m.v5i1.629

Abstract

Penelitian ini merupakan penelitian pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning untuk meningkatkan motivasi belajar di SMP Modern Al Rifa Ie. Penelitian ini bertujuan untuk mengetahui pengembangan game edukasi dan mengetahui kelayakan game edukasi. Penelitian ini menerapkan pendekatan Research & Development dengan menggunakan model ADDIE yang dimulai dari tahap (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Hasil uji kelayakan game edukasi matematika Snake and Ladder dinyatakan sangat valid berdasarkan hasil validasi oleh ahli media dengan persentase kevalidan sebesar 88,90%, ahli materi sebesar 81,25%, dan ahli pembelajaran sebesar 86,80%, dinyatakan sangat praktis berdasarkan hasil angket respon siswa dengan persentase sebesar 97,26%, dan terbukti efektif dalam meningkatkan motivasi belajar siswa berdasarkan selisih hasil angket motivasi belajar siswa sebelum menggunakan media dari 76,38% menjadi 85,78% setelah menggunakan media. Hal tersebut menunjukkan produk pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning valid, praktis dan efektif untuk meningkatkan motivasi belajar siswa SMP Modern Al Rifa Ie. This research is a research on the development of Electronic Snake and Ladder (eSnL) mathematics learning media on game-based learning to increase motivation to study at Al Rifa Ie Modern Junior High School. This study aims to determine the development of educational games and determine the feasibility of educational games. This research applies the Research & Development approach using the ADDIE model which starts from stage (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The feasibility test results of the Snake and Ladder mathematics educational game were declared very valid based on the validation results by media experts with a percentage of validity of 88.90%, material experts of 81.25%, and learning experts of 86.80%, it was stated to be very practical based on the results of student response questionnaires with a percentage of 97.26%, and proven effective in increasing students' learning motivation based on the difference in the results of the student learning motivation questionnaire before using the media from 76.38% to 85.78% after using the media. This shows that the electronic snake and ladder (eSnL) mathematics learning media development product on game-based learning is valid, practical and effective to increase the learning motivation of students of Al Rifa Ie Modern Junior High School.