Claim Missing Document
Check
Articles

Found 6 Documents
Search

PEMBELAJARAN MATEMATIKA DENGAN PENDEKATAN MATHEMATICS IN CONTEXT PADA KEMAMPUAN DAN KETERAMPILAN BERPIKIR KREATIF Eka Farida Fasha
Jurnal Edukasi dan Sains Matematika (JES-MAT) Vol 3, No 1 (2017): JURNAL EDUKASI DAN SAINS MATEMATIKA
Publisher : Department of Mathematics Education, Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (287.982 KB) | DOI: 10.25134/jes-mat.v3i1.472

Abstract

Abstract The purpose of this study is to determine the increase of creative thinking ability and creative thinking skill in mathematics learning with mathematic in context approach. The technique analisys used is the average comparative test for pretest and posstest data. To see an increased creative thinking skill, researcher compare the average value of creative thinking skills from the first meeting, the meeting II and III meeting. The result showed that there is an increasing of creative thinking ability and crtative thinking skill in mathematics learning with mathematic in context approach.
E-MODULE OF ETHNOMATHEMATICS INNOVATION OF SALEM BREBES TYPICAL BATIK SUPPORTS UNDERSTANDING OF CONCEPTS Nur Afni Maeliya; Eka Farida Fasha
JURNAL ILMIAH RESEARCH STUDENT Vol. 2 No. 2 (2025): September
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jirs.v2i2.6100

Abstract

The lack of students' understanding of mathematics concept understandingiscaused by the use of monotonous teaching materials such as student worksheets(LKS) which are not contextual and have not been integrated with culture andthelack of technology utilization in learning. This research aims to developaninnovative ethnomathematics-based e-module by integrating SalemBrebes batikmotifs into mathematics learning to support students' concept understanding. Thisresearch is a type of research and development (R&D) with the development model used is 4D (Define, Design, Develop, Disseminate). The researchinstruments used in this study include validation sheets by media and material experts, as well as practicality questionnaires by students. The final product developed is an interactive e-module called Etnomedia which contains materialssuch as lines and angles, triangles and quadrilaterals, congruence, rows andseries, geometric transformations, and dimension three. The results of mediavalidation amounted to 90.5%, while the media validation results amountedto90.5%, while the material expert validation was 96.6%, both of which were inthevery valid category. The practicality test by students obtained a score of 86%, which is included in the very practical category. Thus, Etnomedia is consideredfeasible in the contextual learning process of mathematics andisable to foster appreciation for local culture.
SMART APPS CREATOR (EDUPRO)-ASSISTED EDUTAINMENT TO SUPPORT STUDENT LEARNING MOTIVATION ON OPPORTUNITY MATERIALS Dini Andriyanah; Eka Farida Fasha
JURNAL ILMIAH RESEARCH STUDENT Vol. 2 No. 2 (2025): September
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jirs.v2i2.6105

Abstract

Pupils' motivation to learn mathematics, particularly probability-related content, is still comparatively low. This is brought on by dry teaching strategies, low levels of student participation, and a dearth of engaging learning resources. In light of these circumstances, the goal of this study is to create edutainment-based learning materials with the use of Smart Apps Creator (Edupro) to boost grade X vocational high school students' motivation to learn about probability. The 4D development approach (Define, Design, Develop, Disseminate) is used in this form of research and development (R&D). Teachers' and students' practicality questionnaires and validation sheets from media and material specialists are among the research tools. The purpose of the evaluation was to ascertain the developed media's degree of validity and usefulness. According to the findings, Edupro media received a very valid category validation score of 92.11% from media professionals and 91.67% from material experts. 22 students scored 90% on the practicality test, which is considered very practical. As a result, the Edupro media is approved for use in mathematics classes that cover probability. According to the study's findings, Edupro media can serve as a useful substitute for encouraging students to learn. Testing its impact on learning objectives and creating comparable media for other resources are two further suggestions.
Implementasi Media Augmented Reality dalam Pembelajaran Bangun Ruang di Sekolah Dasar (SD) Ta’allumul Huda Bumiayu Eka Farida Fasha; Rimbatmojo, Sigit; Ghulam Arif Rizal; Khurotul Aeni; Asep Saeful Millah
Empowerment : Jurnal Pengabdian Masyarakat Vol. 8 No. 02 (2025): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v8i02.11886

Abstract

Students' understanding of three-dimensional geometric concepts at SD Ta’allumul Huda Bumiayu remains relatively low, primarily due to the limited availability of visual learning media. The purpose of this training activity is to introduce the use of Augmented Reality (AR) applications as an interactive learning tool. The program was implemented in three stages: preparation, implementation, and evaluation. In the preparation stage, a site survey and development of learning materials were conducted. During the implementation stage, the team presented geometry lessons using AR media to fifth-grade students. The evaluation stage involved data collection and analysis, conducted through observation, semi-structured interviews, and student perception questionnaires. The results indicated an increase in student engagement and understanding of spatial concepts. A total of 93% of students stated that the material was more engaging, while 87% reported improved comprehension of the elements and properties of geometric shapes. Teachers also found the AR media to be practical and aligned with learning objectives. These findings suggest that the use of AR technology serves as an innovative solution to enhance contextual learning quality in primary school mathematics education.
DESAIN INOVATIF MEDIA PEMBELAJARAN BERBASIS KODULAR DENGAN PENDEKATAN ETNOMATEMATIKA UNTUK MENUNJANG PEMAHAMAN KONSEP MATEMATIKA Siti Nur Halimah; Eka Farida Fasha
JURNAL ILMIAH PENELITIAN MAHASISWA Vol 3 No 5 (2025): Oktober
Publisher : Kampus Akademik Publiser

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jipm.v3i5.1346

Abstract

This study aims to create an ethnomathematics-based learning media product using Kodular software. The 4D development paradigm used in this study consists of the following stages: definition, design, development, and dissemination. This study was conducted in class X TSM 1 SMK Al Huda Bumiayu. Questionnaires, interviews, and observations were the methods used to collect data. Media validation questionnaires, material validation questionnaires, and student response questionnaires (practicality) were the tools used in this study. Practicality and product validity tests were used as data analysis methods. According to the research findings, the practicality test using the student response questionnaire produced a percentage of 90.0% with a very practical category, the validation test on the media or construct showed a final percentage of 98% with a very valid category, and the validation test on the content or material obtained a final percentage of 94% with a very valid category. Thus, it can be said that the creation of Kodular-based learning materials is valid and practical. Based on the research, students' understanding of mathematical concepts can be supported and the learning process is assisted by this Kodular-based learning resource.
PENGEMBANGAN MEDIA PEMBELAJARAN MOBILE-FRIENDLY BERBASIS MIT APP INVENTOR UNTUK PENGUATAN MINAT BELAJAR SISWA DI SMK MUHAMMADIYAH 1 AJIBARANG Mia Muliyawati; Eka Farida Fasha
JURNAL ILMIAH PENELITIAN MAHASISWA Vol 3 No 5 (2025): Oktober
Publisher : Kampus Akademik Publiser

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jipm.v3i5.1347

Abstract

This study aims to develop a product in the form of learning media based on Mit App Inventor and to determine its role in strengthening students' learning interest. This study uses a 4D development model which includes several stages, namely the Define, Design, Development, Dissemination stages. This research was conducted at SMK Muhammadiyah 1 Ajibarang with a population of class XI and the sample used was 30 students of class XI AK 4. Data collection techniques used in this study were observation, interviews, questionnaires (questionnaires). Data analysis techniques used in this study were product validity and product practicality testing. The results of the study showed that the Mit App Inventor learning media developed obtained the eligibility criteria after passing the validation test stage by experts in the form of a media validation test by obtaining a percentage of 97% with a very valid category, and the material validation test obtained a percentage of 93% with a very valid category and in the practicality test with a student response questionnaire obtained a percentage of 87.4% with a very practical category.