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PENERAPAN MODEL PEMBELAJARAN GAME BASED LEARNING DENGAN ENGKLEK PADA MATERI PELUANG MENDUKUNG MOTIVASI SISWA: studi kasus rendahnya motivasi belajar pada siswa Latifatul Maqhfiroh; Deka Anjariyah; Feriyanto
Jurnal Ilmiah Matematika Realistik Vol. 6 No. 2 (2025): JURNAL ILMIAH MATEMATIKA REALISTIK
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/ji-mr.v6i2.786

Abstract

Motivasi belajar adalah dorongan dalam diri seseorang yang membuatnya berusaha memahami pelajaran, menyelesaikan tugas, serta mencapai prestasi akademik yang lebih baik, tetapi realitanya yang terjadi saat ini banyak siswa yang menunjukkan motivasi belajar yang rendah pada pembelajaran matematika materi peluang yang dianggap siswa sulit disebabkan karena metode pembelajaran yang menoton. Untuk mendukung motivasi belajar siswa penelitian ini menggunakan model Game Based Learning dengan permaianan engklek pada siswa kelas X-6 SMAN 1 Bangsal pada semester genap tahun Pelajaran 2024/2025. Metode penelitian penelitian yang digunakan adalah deskriptif kuantitatif dengan desain One Shot Case Study pada pengumpulan data menggunakan hasil observasi dan hasil angket motivasi belajar. Hasil penelitian menunjukkan bahwa aktivitas guru memperoleh persentase 94,25% dengan kategori sangat baik, aktivitas siswa memperoleh 86,5% dengan kategori sangat baik, serta hasil angket motivasi menunjukkan 5,8% siswa berada pada kategori motivasi tinggi, 86,5% pada kategori sedang, dan 11,4% pada kategori rendah. Simpulan penelitian ini adalah penerapan Game Based Learning dengan permainan engklek mendukung motivasi belajar siswa.
PENGUATAN KEMAMPUAN BERNALAR KRITIS MATEMATIS SISWA SMP PADA PEMBELAJARAN MENDALAM BERMUATAN ETNOMATEMATIKA MAJAPAHIT PADA MATERI KESEBANGUNAN Azmi, Mei Putri Ilul; Deka Anjariyah; Feriyanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61089

Abstract

This study aims to describe teacher activities, student activities, and students' mathematical critical reasoning ability after the implementation of deep learning integrated with Majapahit ethnomathematics on similarity material. The low critical reasoning ability of junior high school students, reflected in an initial test mean score of only 35.89, far below the minimum mastery criteria of 78, became the background of this study. The research used a quantitative descriptive method with a One Shot Case Study design. The sample consisted of 32 students of class VII-A at SMP Negeri 2 Puri, selected through Simple Random Sampling. Data were collected through observation and a mathematical critical reasoning test referring to four indicators: obtaining and processing information, analyzing information, reflecting on thinking, and decision making. The results showed that teacher activity reached 86.6% and student activity reached 96.6%, both in the very good category. The critical reasoning test results showed that 6 students (18.7%) were in the high category, 21 students (65.6%) in the moderate category, and 5 students (15.6%) in the low category, with an overall mean score of 73.82. The highest indicator mean was obtaining and processing information (3.7), while the lowest was decision making (1.9). These findings indicate that the implementation of deep learning integrated with Majapahit ethnomathematics can support students' mathematical critical reasoning ability.
MEMBANGUN PEMAHAMAN KONSEP PERKALIAN SEBAGAI PENJUMLAHAN BERULANG PADA PESERTA DIDIK TUNARUNGU MELALUI MEDIA PAPAN PERKALIAN Sofia Safienta Nur Rahma, Khadijah; Anjariyah, Deka; Nurul Imanah, Ulil
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61547

Abstract

Understanding the concept of multiplication is an essential foundation for students learning more complex arithmetic operations, including for deaf students whose learning characteristics differ due to hearing limitations. This study aims to describe the conceptual understanding of multiplication among deaf students after learning with a multiplication board medium combined with a direct instruction model. The study used a qualitative case study approach involving three seventh-grade deaf students at SLB B Pertiwi, Mojokerto City, selected through a total sampling technique. Data were collected through essay-type concept understanding tests, semi-structured interviews assisted by a sign language interpreter, and observation of learning activities, then analyzed following data reduction, data display, and conclusion drawing, with data validity tested through time triangulation. The results show that all three subjects, coded SF, SM, and SY, were able to meet the three concept understanding indicators studied: restating the concept of multiplication as repeated addition, distinguishing examples from non-examples of the concept, and selecting and applying the appropriate solving procedure to word problems. Nevertheless, individual variations were found: SF excelled in response speed but was limited in verbally expressing reasons, SM had strong memory and provided the most detailed written reasoning, while SY showed the most notable improvement in fluency from the first to the second stage. These findings indicate that concrete-visual media combined with structured learning can help deaf students understand the concept of multiplication meaningfully, while also affirming the importance of an approach that accommodates differences in verbal information processing speed among individual students.
Pengembangan Game Edukasi Teraven of Majapahit untuk Mendukung Kemampuan Literasi Numerasi Siswa SMA Redita Putri Ermawan; Deka Anjariyah; Feriyanto Feriyanto
YASIN Vol 5 No 5 (2025): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i5.7195

Abstract

Mathematics instruction at SMA Negeri 1 Mojosari, particularly in Grade X trigonometry, remains dominated by conventional media such as PowerPoint and videos, resulting in low student engagement and suboptimal numeracy literacy outcomes. Observations and interviews revealed that approximately 75% of students had not reached the Minimum Mastery Criteria (KKTP) score of 75 in trigonometry quizzes. This study aims to develop the educational game TERAVEN of Majapahit using Construct 2 as a learning medium to enhance high school students’ numeracy literacy, while also assessing its feasibility and student response. The research method employed was Research and Development (R&D) using the ADDIE model, encompassing analysis, design, development, implementation, and evaluation stages. Instruments included validation questionnaires by media and content experts, student response questionnaires, and numeracy literacy tests. Validation results showed scores of 89.9% from the media expert and 94% from the content expert, both categorized as "highly valid." Small group trials yielded a practicality score of 79.5%, and large group trials 69.94%, both falling under the “practical” category. The numeracy literacy test indicated an 80% mastery rate, categorized as “high.” These findings confirm that TERAVEN of Majapahit is a valid, practical, and effective medium for mathematics learning. The study also underscores the importance of integrating interactive digital media rooted in local wisdom to create engaging and contextual learning experiences, especially for trigonometry—a topic often perceived as difficult.