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Decision Tree and Reinforcement Learning Approaches in Adapting Math Problems Based on Student Ability Sya’bani, Dwiyana Anugrah; Nalar, M Arief Lukman; Ferawati, Ferawati
bit-Tech Vol. 8 No. 1 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i1.2645

Abstract

Mathematics learning often faces challenges in adjusting the difficulty level of questions to match individual students' abilities. Traditional methods, which apply a uniform difficulty across all students, are less effective as they fail to account for differences in comprehension and learning speed. This study introduces an adaptive learning system utilizing Decision Tree and Reinforcement Learning approaches to dynamically adjust the difficulty of mathematics questions based on real-time student performance. The Decision Tree model classifies questions into easy, moderate, and difficult categories by analyzing the distribution of correct and incorrect student answers, achieving a classification accuracy of 71.33% and an F1-score of 80.02%. Reinforcement Learning, particularly the Q-Learning algorithm, adjusts the difficulty level of subsequent questions based on continuous student performance feedback, with a success rate of 65.96% and a total reward of 626,885. This dual approach significantly enhances the learning process by providing personalized and adaptive experiences, ensuring each student is challenged at an appropriate level. Implemented as a web-based system, it facilitates real-time adjustments and continuous adaptation to student needs. By continuously analyzing student responses, the system maintains engagement and supports effective mastery of mathematical concepts. This personalized feedback mechanism fosters a dynamic and interactive learning environment that is more responsive to individual needs, improving both student engagement and conceptual understanding.
Classification of Children's Numerical Intelligence Levels Based on Mathematics Learning Activities Using Machine Learning Suryantiko, Sandy; Mulyadi, Gilang Adriana; Ferawati, Ferawati
bit-Tech Vol. 8 No. 1 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i1.2646

Abstract

Numerical ability is a critical aspect of education that impacts both academic achievement and the development of logical thinking skills. However, in Islamic boarding schools (pondok pesantren), the teaching of mathematics often encounters limitations such as a lack of technological integration and diverse learning resources. This study aims to assess students' numerical intelligence levels based on their mathematics learning activities using machine learning techniques, specifically Decision Tree and Random Forest algorithms. Data was collected through questionnaires that captured key variables such as study duration, frequency of practice, learning methods, class engagement, and the speed of problem-solving. After data preprocessing, both models were evaluated through confusion matrices and cross-validation to determine their classification accuracy and stability. The findings revealed that the Decision Tree model achieved an accuracy rate of 86%, while the Random Forest model surpassed it with a 92% accuracy rate, showing more consistent performance. This study highlights the potential of machine learning to enhance educational outcomes, particularly in pesantren settings, by offering deeper insights into students' learning patterns. Beyond classification accuracy, machine learning helps educators identify key factors influencing students' numerical intelligence. The Random Forest model, in particular, revealed that variables such as practice frequency and student engagement are significant predictors of numerical intelligence levels. This information can be used to develop more personalized and effective teaching strategies aimed at improving students' mathematical skills.
AR-Math: Augmented Reality–Based Assistive Learning for Enhancing Numeracy Skills Among Students with Intellectual Disabilities Ferawati, Ferawati; Saputri, Fiqih Hana; Hidayati, Rina
Jurnal Pendidikan MIPA Vol 26, No 4 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i4.pp2101-2123

Abstract

Numerical ability is essential for all students, particularly for those with intellectual disabilities who often face challenges in understanding basic mathematical concepts. This study aims to develop AR-Math, an Augmented Reality (AR)-based learning media designed to improve basic numeracy skills through an inclusive and gender-responsive approach. The development process followed the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. This study employed a quasi-experimental design with a non-equivalent control group design. In this design, there were two groups, namely the experimental class and the control class. The experimental class used AR-Math as the main learning medium, while the control class continued learning with conventional methods. Data were collected using multiple instruments, including validation sheets, practicality questionnaires, pretests and posttests, classroom observation sheets, interview guides, and documentation. The sample consisted of 20 eighth-grade students with mild to moderate intellectual disabilities at SKh YKDW 01 Tangerang, divided into two groups. The results showed that AR-Math met the criteria of validity, practicality, and effectiveness. The effectiveness test revealed a significant improvement in students’ basic numeracy skills, as indicated by a n-gain score of 0.50 and categorized as medium. Beyond cognitive achievement, AR-Math enhanced student engagement, accessibility, and ease of use for students with special needs. A key finding pertains to inclusivity and gender responsiveness. Equal participation between male and female students was observed, as evidenced by comparable levels of interaction, motivation, and task completion during the learning process. This indicates that AR-Math not only strengthens basic numeracy skills but also provides fair opportunities for all learners. Thus, AR-Math can be considered a relevant and innovative tool for inclusive education, supporting both academic development and gender equity in classroom practice.    Keywords: assistive, numerical, learning, intellectual, disabilities, augmented reality.
Pengembangan Media Pembelajaran Metode Master pada Kauny Quranic School Ar-Rahman Isral, Isral; Ferawati, Ferawati; Dewi, Julita Mulya
Academic Journal of Computer Science Research Vol 6, No 2 (2024): Academic Journal of Computer Science Research (AJCSR)
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/ajcsr.v6i2.15654

Abstract

Metode master adalah metode menghafal Al-Qur’an semudah tersenyum dengan mengimajinasikan ilustrasi visual pada setiap ayat yang dibacakan diiringi dengan gestur tubuh. Banyak siswa/i mengabaikan pembelajaran metode master tersebut, sehingga siswa/i kurang konsisten dalam berlatih atau mengulang-ngulang metode master dan mengabaikan memaknai arti dari ayat yang dihafal. Hal tersebut mengakibatkan pembelajaran metode master yang dilakukan tidak dapat maksimal. Apabila pembelajaran metode master tidak dapat maksimal, maka yang terjadi adalah siswa kurang memahami pelajaran tersebut. Oleh karena itu, penelitian ini bertujuan untuk memberikan kontribusi solusi berupa media pembelajaran yang bisa dimanfaatkan pengguna sebagai alat bantu pembelajaran untuk berlatih di mana saja terutama di rumah. Penelitian ini menggunakan metode ADDIE (Analysis -Design - Development - Implementation - Evaluation). Hasil dari penelitian ini adalah sebuah media pembelajaran yang berisikan 20 surat dalam juz amma yang terdapat video materi metode master.
Augmented Reality Game-Based Learning: Enhancing Basic Mathematics Abilities for Students with Special Needs Ferawati, Ferawati; Saputri, Fiqih Hana; Stianingsih, Lilis; Putri, Eka Uliyanti; Sofia, Detin; Hanafri, Muhammad Iqbal
Jurnal Pendidikan MIPA Vol 25, No 3 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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

Abstract

Basic math skills are very important not only for students in general, but also for those with special needs. Students can learn math in a fun way through an engaging learning medium, one of which is augmented reality game-based learning can help students face challenges in understanding basic math concepts. This research aims to develop valid, practical and effective augmented reality learning media applications. The type of research applied is research and development (R & D) with the development of 4D models. The Data collection techniques and instruments include validation sheets, practicality sheets, tests, observations, interviews, questionnaires and documentation. The research sample encompasses 12 students sitting in grade 5 at SKh YKDW 01 Tangerang.  The results of the research show that : (1) The validity of the augmented reality learning application meets the very valid criteria. (2) The augmented reality learning application is found to be very practical. (3) The results of product effectiveness analysis were obtained from test results and student responses in questionnaire sheets N-Gain score bearing 0.84 in the high category with indicators: the utilizing and understanding application devices, the ease of access and use, the students engagement and motivation, and the supporting collaborative learning. Additionally, these affirm that the AR is very effective in increasing the engagement, understanding, and math skills of children with special needs. Therefore, the designed augmented reality learning media are suitable for improving the basic mathematical abilities of children with special needs.       Keywords: math, AR, student special need.DOI: http://dx.doi.org/10.23960/jpmipa/v25i3.pp1378-1396
Pemberdayaan Kreativitas Siswa SDN Sepatan 1 Melalui Pelatihan Motion Graphic Berbasis Aplikasi CapCut Ferawati, Ferawati; Purwanto, Ridho Maher; Putrie, Nabila; Kasih, Asmara Firda; Alifiana, Mufhida
Sasambo: Jurnal Abdimas (Journal of Community Service) Vol. 7 No. 4 (2025): November
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/sasambo.v7i4.3543

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) yang dilaksanakan di SDN Sepatan 1 bertujuan untuk memperkenalkan konsep dasar motion graphic sekaligus melatih keterampilan praktis siswa dalam menggunakan aplikasi CapCut sebagai salah satu media pembelajaran berbasis teknologi digital. Program ini dirancang untuk menjawab kebutuhan peningkatan literasi digital di tingkat sekolah dasar, khususnya dalam menumbuhkan kreativitas siswa melalui pemanfaatan aplikasi yang mudah diakses. Metode pelaksanaan kegiatan mencakup penyampaian materi secara interaktif, praktik langsung penggunaan aplikasi, hingga pembuatan karya sederhana berupa video motion graphic yang diproduksi oleh siswa sendiri. Selama empat kali pertemuan, siswa kelas 5B dan 5C terlibat aktif, tidak hanya dalam mendengarkan penjelasan, tetapi juga dalam praktik mandiri serta diskusi kelompok. Evaluasi kegiatan dilakukan melalui pretest, posttest, observasi keterlibatan siswa, dan kuesioner kepuasan. Hasil analisis menunjukkan adanya peningkatan signifikan, di mana rata-rata nilai pretest sebesar 39,7 meningkat menjadi 85,5 pada posttest dengan nilai N-gain sebesar 0,76, termasuk dalam kategori tinggi. Selain peningkatan kompetensi, siswa menunjukkan motivasi yang lebih tinggi untuk berkreasi secara digital. Dengan demikian, kegiatan PKM ini terbukti efektif dalam mendukung pencapaian literasi digital sekaligus memperkuat tujuan pendidikan berkualitas sebagaimana tercantum dalam SDGs poin 4. Empowering the Creativity of SDN Sepatan 1 Students through Motion Graphic Training Using CapCut Application The Community Service Program (PKM) conducted at SDN Sepatan 1 aimed to introduce the basic concepts of motion graphics while simultaneously training students’ practical skills in using the CapCut application as a digital learning medium. This program was designed to address the need for enhancing digital literacy at the elementary school level, particularly in fostering students’ creativity through the use of accessible applications. The implementation method included interactive material delivery, hands-on practice with the application, and the creation of simple projects in the form of motion graphic videos produced by the students themselves. Over four sessions, students from classes 5B and 5C actively participated, not only by listening to explanations but also through independent practice and group discussions. The evaluation of activities was carried out through pretests, posttests, observation of student engagement, and satisfaction questionnaires. The results of the analysis showed a significant improvement, where the average pretest score of 39.7 increased to 85.5 in the posttest, with an N-gain value of 0.76, which falls into the high category. In addition to increased competence, students also demonstrated higher motivation to engage in digital creativity. Thus, this PKM activity proved to be effective in supporting the achievement of digital literacy and strengthening the goal of quality education as outlined in SDG point 4.
Educational Games and Learning Management Quality as Predictors of Digital Literacy in Mathematics Ferawati; Royadi, Refi Nabillah; Saputri, Fiqih Hana
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9908

Abstract

This study aims to analyze the influence of educational game integration and learning management quality on students’ digital literacy competence in mathematics at SMK Bina Mandiri. The research is motivated by the growing need to strengthen digital literacy skills in technology-based learning, particularly in mathematics, which many students perceive as abstract and challenging. The study adopts a quantitative approach with an explanatory correlational design involving 60 eleventh-grade students. Data were collected using a closed-ended Likert-scale questionnaire (1–5) that had been tested for validity and reliability. Data were analyzed using SPSS with multiple regression, supported by classical assumption tests to ensure the suitability of the model. The results show that all measurement instruments meet the required validity and reliability criteria. The regression model fulfills the assumptions of normality, linearity, multicollinearity, and heteroscedasticity, indicating that the data are appropriate for further analysis. Both partially and simultaneously, educational game integration (X₁) and learning management quality (X₂) positively and significantly affect digital literacy competence in mathematics (Y). The coefficient of determination (R²) of 0.611 indicates that 61.1% of the variance in students’ digital literacy competence is explained by the two independent variables, while the remaining 38.9% is influenced by other factors such as student motivation, technological infrastructure, and the broader learning environment. These findings highlight the importance of structured game-based learning and effective learning management in supporting students’ digital skills. Findings suggest that integrating educational games with strong learning management enhances vocational students’ digital literacy.
The Role of Learning Website Integration, Teacher Support, and Student Independence in Enhancing Mathematics Competence at Vocational Schools Stianingsih, Lilis; Ferawati; Saputri, Fiqih Hana; Sofia, Detin
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9909

Abstract

Mathematics competence is essential for developing students’ analytical and problem-solving abilities in vocational education. However, many students still face challenges in mastering mathematical concepts effectively. This study aims to examine the influence of Learning Website Integration, Teacher Support, and Student Independence on students’ mathematics competence using a quantitative ex post facto design. The research involved 100 respondents from SMK Bina Mandiri. Data were collected through questionnaires and mathematics competency tests, then analyzed using descriptive statistics and multiple linear regression. The results show that the regression model meets all classical assumption tests and is statistically appropriate for explaining the relationships among variables. Simultaneous testing indicates that all three independent variables significantly influence students’ mathematics competence. Partial testing reveals that each variable has a significant positive effect, with Teacher Support identified as the most dominant factor. The coefficient of determination (R²) is 0.572, meaning that 57.2% of the variation in mathematics competence can be explained by the three variables, while the remaining 42.8% is influenced by other factors outside the model. These findings highlight the importance of integrating technology, strengthening teacher support, and fostering student independence to improve mathematics learning outcomes in vocational education. The results of this study provide guidance for implementing technology-based pedagogy in vocational education.