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Development of Student Worksheets Electronic (E-LKPD) for Geometry Transformation Materials NOR CHOFIFAH; Atik Wintarti
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (792.262 KB) | DOI: 10.26740/mathedunesa.v12n1.p92-107

Abstract

The purpose of this study is to develop an e-LKPD using a Live Worksheets with GeoGebra-assisted for geometric transformations, especially translation. The translation sub-topic was chosen because many students still need help finding translation concept. The type of research carried out in development research to produce e-LKPD using the ADDIE method consists of stages Analysis, Design, Development, Implementation, and Evaluation. The test subjects in this study were 15 students with high, medium, and low math ability categories. Subjects are divided into three categories to determine students' understanding of the e-LKPD so that they are able to achieve learning mastery. Students from junior high school (SMP Negeri 39 Surabaya) were selected as subjects because they had never used GeoGebra-assisted e-LKPD. The data collection instruments in the study consisted of validation sheets, learning outcomes tests (THB) and student response questionnaires. The results of this study indicate that the validation results with an average score of 3.73, which means that the e-LKPD on translation is included in the very valid criteria and is feasible to use. The analysis of the use of e-LKPD shows that the average student response is 3.39, which means e-LKPD is positive and practical. Based on the test scores for learning outcomes, 14 of the 15 research subjects scored pass the KKM, so using e-LKPD can help students learn about translation materials. Thus the translational e-LKPD using a GeoGebra-assisted Live Worksheets are valid, practical and effective. Keywords: e-LKPD, Geometry Transformation, Translation, Geogebra, Live Worksheets.
The Development of a Flibook-Based Interactive E-Module to Facilitate Sequences and Series Learning Process for 10th-Grade Muhammad Afan Bisri; Atik Wintarti; Shofan Fiangga
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n1.p194-206

Abstract

The use of textbooks during the learning process makes it less interactive because textbooks only focus on presenting content and neglect the motivation and activities of their users. This study aims to describe the development process of a flipbook-based interactive E-module to facilitate the independent series and sequences learning process and to determine its validity, practicality, and effectiveness. The development of the E-module used the Plomp design research model, which consists of 3 phases: preliminary research, prototyping phase, and assessment phase. The quality of the developed E-module refers to valid, practical, and effective criteria. The results of this study are 1) in the preliminary research, an analysis of needs and problems, a review of the literature, and create a conceptual framework were conducted; 2) in the prototyping phase, designing and developing the E-module using Flip PDF Professional software and testing the validity of the content & media were conducted, the content validity test scored 97.33% (very valid), the construct (media) validity test scored 91.16% (very valid); 3) in the assessment phase, practicality and effectiveness tests were conducted for 1 class of 10th-grade students, the practicality test scored 78.04% (practical), and the effectiveness test got an average N-gain score of 0.7 (high level of effectiveness). Thus, the developed E-module has valid, practical, and effective criteria to facilitate independent series and sequences learning processes.
Pengembangan Media Pembelajaran Interaktif pada Materi Sistem Persamaan Linear Dua Variabel Chandra Kusuma Hadi Putra; Atik Wintarti; Nina Rinda Prihartiwi
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n1.p313-334

Abstract

This study aims to develop interactive learning media based on PowerPoint VBA on a system of two-variable linear equations and determine the results of the development of learning media in terms of validity, practicality, and effectiveness. This research uses the ADDIE development model. The instruments used included media validation sheets for media experts, media validation sheets for material experts, pretest-posttest sheets, student and teacher observation sheets, and user response questionnaire sheets. Based on the results of the research that has been done, an average validity value of 3.08 (media expert) and 3.29 (material expert) is obtained so that it can be categorized that PowerPoint VBA-based interactive learning media is valid. This learning media trial was conducted on a limited basis to 25 class VII students of SMP Negeri 1 Dlanggu to obtain data from practicality (student observation sheets, teacher observation sheets, and user response questionnaires) and media effectiveness (pretest and posttest). The results of the study after being tested and evaluated, that this learning media is said to be practical because based on the percentage of user response questionnaires obtained 75.75% or it can be used without revision and based on student and teacher observation sheets each obtained a very good category with a percentage of 93.68 % and 78.57%. Based on the pretest and posttest with an N-Gain value of 0.37, it can be said that this PowerPoint VBA-based interactive learning media is effective in the moderate category.
Pengembangan Media Pembelajaran Visual Novel “Plus And Minus” Berbasis Smartphone untuk Materi Bilangan Bulat SMP Achsanudin Nursy; Atik Wintarti; Nina Rinda Prihartiwi
MATHEdunesa Vol 12 No 3 (2023): Jurnal Mathedunesa Volume 12 Nomor 3 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n3.p698-719

Abstract

In the current technological era, the use of technology is important in the world of education.Trends in Mathematics and Science Study (TIMSS) 2019 showcases the importance of using learning technology to increase the effectiveness of learning and teaching. Educators need to make adjustments to develop the quality of learning by using technological media in learning. One of them is by using a smartphone. Thus it is necessary to develop media-based learningsmartphone. The purpose of this research is to find out the process and results of the development of instructional media "Plus And Minus” in terms of validity, practicality, and effectiveness. This research is a development research using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. The instruments used include media validation sheets for media experts, media validation sheets for material experts, student response questionnaire sheets and learning achievement test sheets. Based on the results of the research that has been done, an average validity value of 3.12 (media expert) and 2.78 (material expert) is obtained so that it can be categorized as learning media "Plus And Minusthis is valid. This learning media trial was conducted on a limited basis to 30 class VII-A students of SMP Negeri 1 Mojowarno to obtain data from practicality (student response questionnaires) and media effectiveness (learning achievement score sheets). The results of the research after being tested and evaluated, that learning media is declared practical with a good category gets a score of 3.02 or a percentage of 75.5%. Effective criteria are obtained from the results of the learning outcomes test scores. Learning media is declared effective with a good category with a percentage value of 60.46667%.
Pengembangan Game Edukasi Ksatria Aljabar Berbasis Android sebagai Suplemen Pembelajaran pada Materi Aljabar Muhammad Taufiqurrahman; Atik Wintarti; Nina Rinda Prihartiwi
MATHEdunesa Vol 12 No 3 (2023): Jurnal Mathedunesa Volume 12 Nomor 3 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n3.p898-920

Abstract

Pada abad ke-21, teknologi telah terhubung dengan segala bidang yang ada, salah satunya dalam pendidikan. Banyak aplikasi berbasis teknologi yang dapat menunjang pembelajaran, salah satunya pembelajaran matematika. Dalam matematika, sering kali peserta didik mengalami kesulitan dalam mempelajari operasi Aljabar dengan penyebabnya masih belum dapat mengidentifikasi suku-suku sejenis, variabel, koefisien, dan konstanta. Media pembelajaran dapat membantu peserta didik dalam belajar. Salah satu bentuknya adalah game edukasi. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Android yang bernama “Ksatria Aljabar” sebagai suplemen pembelajaran pada materi Aljabar yang valid, praktis, dan efektif. Penelitian pengembangan ini menggunakan model pengembangan ADDIE yang terdiri dari 5 tahap yaitu Analysis, Design, Development, Implementation, dan Evaluation. Game edukasi ini diujicobakan kepada 5 peserta didik kelas VII SMPN 3 Taman dan diimplementasikan kepada satu kelas peserta didik kelas VII SMPN 17 Surabaya. Hasil penelitian menunjukkan bahwa game edukasi ini memenuhi kriteria valid dengan memperoleh persentase 81,02% dari ahli media dan 77,68% dari ahli materi dengan kategori “Valid”. Kevalidan diperoleh dari angket validasi ahli media dan ahli materi. Selain itu, game edukasi ini memenuhi kriteria praktis dengan memperoleh persentase 88,75% dari angket respon pengguna dan 98,51% dari lembar observasi dengan kategori “Sangat Praktis”. Game edukasi ini juga termasuk efektif berdasarkan ketuntasan tes hasil belajar peserta didik sebesar 82,14% dengan kategori “Sangat Efektif”. Namun, game ini masih memiliki kekurangan yaitu tidak dapat menampilkan durasi video materi dan angket respon pengguna hanya berisi pernyataan favorable. Oleh karena itu, game edukasi ini perlu dikembangkan oleh peneliti selanjutnya dengan beberapa perbaikan.
Profil Berpikir Kritis Siswa Laki-Laki Maskulin dan Perempuan Feminin dalam Menyelesaikan Masalah Literasi Numerasi pada Asesmen Kompetensi Minimum Reni Rachmawati; Dwi Juniati; Atik Wintarti
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 3 No. 3 (2022): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v3i3.218

Abstract

The purpose of this research was to describe the critical thinking of masculine male and feminine female students in solving numeracy literacy problems in the minimum competency assessment. This research is a descriptive research with a qualitative approach. The data collection method used the Bem Sex Role Inventory test to determine gender tendencies, giving math ability tests, giving problem solving assignments and interviews to determine students' critical thinking profiles. The research subjects consisted of two grade VIII junior high school students with masculine male and feminine female gender with moderate math ability. The results showed that masculine male students could fulfill all critical thinking indicators, while feminine female students could not fulfill one of the critical thinking indicators, namely analyzing problems with mathematical concepts. In addition, masculine male and feminine female students have different ways or solutions in solving numeracy literacy problems in the minimum competency assessment.
Lapisan Pemahaman Dan Folding Back Siswa Dalam Menyelesaikan Masalah Matematika Ditinjau Dari Adversity Quotient Aviv Puji Indah Sari; Abadi Abadi; Atik Wintarti
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.590

Abstract

This study aimed to provide a comprehensive detail of comprehension development within the Pirie-Kieren layers of understanding and the process of students folding students in resolving issues related to a two-variable linear equation system, focusing on the concept of adversity quotient. The research employed a qualitative descriptive approach. The data was collected on 36 students from class VIII-B at State Senior High School 2 of Taman. Within this sample, 6 students were selected, comprising of 2 students classified as having a high adversity quotient (referred to as “climber”), 2 students with a moderate adversity quotient (referred to as “camper”), and 2 students with a low adversity quotient (referred to as “quitter”). The study used problem-solving tests and interviews as data-gathering techniques, followed by data analysis techniques outlined by Miles, Huberman, and Saldana. The findings of this study indicated that the climber students demonstrated proficiency across all eight layers of understanding, as proposed by Pirie and Kieren. Climber students exhibited the process of folding back, which involved retrieving previously learned information to effectively address the current challenge without deviating from the relevant subject matter. On the other hand, camper students could attain a level of comprehension that extends to the structuring layer, albeit with a limitation in terms of the maximum attainable layer. However, it is essential to note that not all indicators of layer understanding may be attained flawlessly by camper students. Camper students underwent a process of folding back, delving into deeper layers, and gathering additional information to ensure the accuracy of their work. Quitter students could attain the image-making layer because they use inappropriate methods. However, suppose they employ a trial and error; the resultant value must satisfy two equations. Camper students experienced folding back, delving into more profound layers, and gathering deeper layers to ensure their work's accuracy.