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DESIGN OF SOCIAL ARITHMETIC LEARNING (NETTO, BRUTO, AND TARA) IN VII GRADE WITH SNACK CONTEXT USING PMRI APPROACH
Reny Shinta Sari;
Ratu Ilma Indra Putri;
Yusuf Hartono
Sriwijaya University Learning and Education International Conference Vol 3, No 1 (2018): 3rd-SULE-IC
Publisher : Sriwijaya University Learning and Education International Conference
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This research is the kind of design research that has purpose to produce learning path at netto, bruto, tara in seventh grade of junior high school using snack’s context. In this research there are learning instruction series which is designed and developed according to the learning activities assumption that used is Pendidikan Matematika realistik Indonesia (PMRI). This research was done by 22 Junior High School students at VII grade as a research’s subject by producing learning trajectory (LT) that will help the student to find out netto, bruto, tara by the using of activity series at learning process. At the informal stage, as the beginning activity, researcher serves several snacks that will be measured by the student. Next at the preformal stage, student will start to find the common from the activity that they had done. After that student will be able to change to the mathematic sentence as model of. The next stage is model for where student could find the netto, bruto, tara formula so at the formal stage student able to solve the questions that relate to the daily life.
LEARNING DESIGN OF SEQUENCE AND SERIES OF ARITHMETIC USING THE CONTEXT OF SONGKET PALEMBANG
Hardiyanti Indriani;
Ratu Ilma Indra Putri;
Darmawijoyo Darmawijoyo
Sriwijaya University Learning and Education International Conference Vol 3, No 1 (2018): 3rd-SULE-IC
Publisher : Sriwijaya University Learning and Education International Conference
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The aim of this research is to know the part of learning trajectory supporting the student understanding on learning arithmetic sequence and series using tradisional handycraft songket Palembang with PMRI approach and describe learning students activity proccess of class X in learning mathematics so that can develop informal activity become formal when learning arithmetic sequence and series. The method used in this study is the Design Research that consists of three stages: preliminary, design of experiment (pilot experiments and teaching experiment) and restrospective analysis. The subjects consisted of 29 students of class X. This study resulted in Learning Trajectory (LT), which contains a series of learning process that helps students find the concept of arithmetic sequence and series. At the informal level, students use the context of songket Palembang to find rules of arithmetic sequence and series. In preformal level, students begin composing and drawing motif images of songket as of arithmetic sequences, using pieces of motifs songket as a model of what they consider to be a songket which led to a model for the arithmetic sequences in finding the n and number of first n terms of arithmetic series. While on a formal level the students is able to resolve the problem by using contextual knowledge and their experience at the previous level
SUPPORTING THE STUDENTS’ UNDERSTANDING OF PERCENT BY USING GRID 10 X 10
SISKA NINGSIH;
RATU ILMA INDRA PUTRI;
ELY SUSANTI
Sriwijaya University Learning and Education International Conference Vol 2, No 1 (2016): 2nd SULE-IC
Publisher : Sriwijaya University Learning and Education International Conference
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Percent is often used in a variety of media in everyday life. Percent begins to be studied at theelementary level. Students are more or less know about percent, but they are often difficulties inpercent problems. This study aims to support students’ understanding in learning percent using a grid10 x 10 and Indonesian Realistic Mathematics Education (PMRI) approach. The method used isdesign research of type validation studies. Design research consisted of three stages: preliminary,design experiments and retrospective analysis. This research was conducted in SD Negeri 23 OKU byinvolving students of class V. The data were collected through video recordings, students’ work,interviews and then analyzed the data mostly in qualitative ways. The results of this study are learningtrajectory that consists of 3 activities and shows that the grid of 10 x 10 with PMRI approach can helpstudents understand the learning percent.
Ethnomatematics: Treasure Search Activity in the Musi River
Malalina Malalina;
Ratu Ilma Indra Putri;
Zulkardi Zulkardi;
Yusuf Hartono
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 4 No. 1 (2020)
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung
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DOI: 10.25217/numerical.v4i1.870
Ethnomathematic is one of mathematics learning innovations which integrate cultures to preserve local cultural values. A treasure quest at Musi River Palembang is included as a culture because it is the community activity with its unique characteristic carried out at Musi River to meet the necessities of life, and is passed down from one generation to the next generation. The research aims to explain aspects of mathematical computation to treasure quest at Musi River Palembang. A literature study is a method used in this research. Firstly, formulating research problem was how the mathematical aspects connect to the finding of treasure quest at Musi River Palembang. Then, literature related to the problem of the study was reviewed. The next step was evaluating data based on the literature to answer the research problem. After that, data analysis was conducted. Descriptive analysis was used to analyze the data. Lastly, the data was interpreted to obtain a conclusion. The interpretation showed that the treasure quest at Musi River had mathematical counting aspects namely, counting the number of human resources in a treasure quest group; counting the wages for each person in the team based on his or her duties; counting expenses required for a treasure quest; counting the number of objects obtained, and determining the sale price of the objects. The activity also contained a mathematical concept in the mathematics learning of some subjects at VII grade of junior high school level namely, the operation of the material count, social arithmetic, and sets
GAMES PEMBELAJARAN BERBASIS ANDROID UNTUK MENDUKUNG CURIOSITY ANAK DALAM MENGENALKAN MATEMATIKA AWAL
Chika Rahayu;
Ratu Ilma Indra Putri;
Zulkardi Zulkardi;
Yusuf Hartono
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 1 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO
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DOI: 10.24127/ajpm.v10i1.3546
AbstrakPendesainan ini bertujuan untuk menghasilkan games pembelajaran berasis android untuk mendukung curiosity anak usia dini dalam mengenalkan matematika awal yang layak dan praktis serta memiliki efek potensial untuk mendukung curiosity anak dalam mengenalkan matematika awal. Penelitian ini menggunakan development research yang terdiri dari perencanaan, tahap pengembangan, dan evaluasi. Penelitian ini melibatkan validator sebagai ahli media serta ahli materi lainnya. Subjek penelitian adalah anak usia dini sebanyak 18 anak usia dini di TK Dharma Wanita Kota Pagaralam. Pada artikel ini akan menceritakan tentang tahapan evaluasi pendesainan games pembelajran berbasis android. Hasil dari penelitian ini menunjukan bahwa games pembelajaran berbasis android yang dikembangkan dinyatakan valid, layak digunakan dan praktis oleh para ahli yang diuji dari aspek media, aspek materi dan praktisi. Serta memiliki efek potensial untuk mendukung curiosity anak dalam mengenal matematika awal. Penelitian ini memberikan kontribusi dalam pembelajaran bagi anak usia dini dengan menggunakan mini games untuk mendukung rasa ingin tahu anak dalam pembelajaran matematika serta menambah referensi pembelajaran bagi guru usia dini dalam menggunakan teknologi pada proses pembelajaran. Kata kunci: Anak usia dini; android; curiosity; games pembelajaran; matematika awal. Abstract The aim of this design was to produce learning games based android for supporting early childhood’s curiosity in introducing initial mathematic which were proper, practical, and had a potential effect to support early childood’s curiosity for introducing initial mathematic. This research used development research with planning, developing, and evaluating stage. This research involved validator as media expert and other material experts. The subject of this research were 18 early childhood children in TK Dharma Wanita Pagar Alam. This article would explain about the evaluation stages of android based learning games. The result of this study showed that android based learning games developed by the researcher were valid, proper to be used, and practical by experts which were tested from media aspect, material aspect, and practicioners. Moreover, it had a potential effect to support children’s curiosity in recognizing mathematics.Keywords: Android; curiosity; early childhood; early mathemathics; learning games.
KEMAMPUAN PENALARAN MATEMATIS PESERTA DIDIK PADA MATERI PENYAJIAN DATA MENGGUNAKAN PENDIDIKAN MATEMATIKA REALISTIK INDONESIA (PMRI)
Angge Sapto Mubharokh;
Zulkardi Zulkardi;
Ratu Ilma Indra Putri;
Ely Susanti
JPMI (Jurnal Pembelajaran Matematika Inovatif) Vol 5, No 2 (2022): JPMI
Publisher : IKIP Siliwangi
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DOI: 10.22460/jpmi.v5i2.9866
This study aims to determine the students' mathematical reasoning ability in presenting data using Pendidikan Matematika Realistik Indonesia (PMRI). This type of research is descriptive qualitative research. The subjects in this study were 5 students in grade 7. The data collection technique used in the study was a description test which consisted of 5 questions, and interviews. The results obtained after carrying out the research were that there were 2 students who gave rise to all indicators of the student's ability, the other 2 students were quite good at mathematical reasoning abilities. However, the student's mistake was not paying attention or reading the questions carefully and thoroughly. So that the student does not solve the problem in accordance with what was instructed in the question. In addition, there is one student who uses reasoning that focuses on solving problems based on what he observes. These students do not work in accordance with what the questions are instructed to do and do not carry out the mathematical process in working on the questions.
Development of Sharing Task and Jumping Task in Direct Proportion using Lesson Study and PBL
Elisa Mayang Sari;
Ratu Ilma Indra Putri
International Journal on Emerging Mathematics Education IJEME, Vol. 3 No. 2, September 2019
Publisher : Universitas Ahmad Dahlan
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DOI: 10.12928/ijeme.v3i2.13865
This Research’s purpose is producing questions/case study in direct proportion topic focused on Map and Model, and analyse students’ answer in solving these arranged questions through lesson study for learning community (LSLC) and PMRI approach using problem based learning (PBL) method. Research subject are students of grade VII of Junior High School 1 Palembang. From this research, it results a LKPD questions about direct proportion in Map and Model that consist of three cases, such as determine new scale from known scale in problem solving (C2), determine size of Limas House miniature from known scale and sizes in problem solving (C3), and check for errors from a given comparison in problem solving (C4). Based on the results of the analysis of Students answer small group, the average score obtained by students in problem 1 (sharing task) is 73.5, problem 2 (sharing task) average student score is 55, and average student score in problem 3 (jumping task) is 48.5. So these three problems are well-billed and can be used to the next stage of the field test.
Designing Jumping Task on Percent using PMRI and Collaborative Learning
Ratu Ilma Indra Putri;
Zulkardi Zulkardi
International Journal on Emerging Mathematics Education IJEME, Vol. 3 No. 1, March 2019
Publisher : Universitas Ahmad Dahlan
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DOI: 10.12928/ijeme.v3i1.12208
Contrast to the shared task at the beginning of mathematics lesson, jumping task is the central part of the teaching that uses higher order thinking skills (HOTs) in Japan. In Indonesia, the curriculum 2013 revised stress on how to use HOTs in the mathematics lesson, the daily life context, and collaborative learning. The goal of this research to know the characteristics of the jumping task which valid, practical and useful supporting primary school students learning percents. This research uses design research as a method. In designing the content materials and their contexts, this research uses PMRI (Indonesian version of Realistic Mathematics Education instructional theory. Moreover, in the designing and implementing learning process, this research use lesson study for learning community (LSLC). Results of this research are valid and practical jumping tasks on mathematics topic percents. Students with low performance have difficulties in solving jumping tasks. However, with collaborative learning, students can answer the percent jumping tasks.
Eksplorasi Pemahaman Siswa pada Materi Perbandingan Senilai Menggunakan Konteks Cerita di SMP
Dewi Hamidah;
Ratu Ilma Indra Putri;
Somakim Somakim
Jurnal Riset Pendidikan dan Inovasi Pembelajaran Matematika (JRPIPM) Vol. 1 No. 1 (2017): JRPIPM September 2017 Volume 1 Nomor 1
Publisher : Universitas Negeri Surabaya
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DOI: 10.26740/jrpipm.v1n1.p1-10
Artikel ini berfokus pada eksplorasi pemahaman siswa dalam mengidentifikasi informasi atau hal-hal mengenai konsep perbandingan melalui cerita atau permasalahan serta untuk mengetahui sejauh mana siswa memaknai arti perbandingan senilai. Penelitian ini merupakan desain riset yang menggunakan pendekatan PMRI (Pendidikan Matematika Realistik Indonesia) dengan cerita sebagai konteks awal pembelajaran. Subjek penelitian ini adalah siswa kelas VII pada salah satu Sekolah Menengah Pertama di Palembang. Hasil penelitian menunjukkan bahwa penggunaan konteks cerita dapat membantu siswa mampu mengidentifikasi informasi atau hal-hal mengenai konsep perbandingan dan memahami arti perbandingan senilai. Penggunaaan cerita sebagai konteks awal pembelajaran dapat memberikan pengaruh yang positif pada pembelajaran matematika yang lebih menyenangkan, dan dapat meningkatkan pemahaman konsep matematika yang dipelajari.
PERCENTAGE BAR: A MODEL FOR HELPING FIFTH GRADE STUDENTS UNDERSTAND PERCENTAGES
Yenny Anggreini Sarumaha;
Ratu Ilma Indra Putri;
Yusuf Hartono
Mosharafa: Jurnal Pendidikan Matematika Vol 7, No 2 (2018)
Publisher : Institut Pendidikan Indonesia
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DOI: 10.31980/mosharafa.v7i2.35
AbstrakPenelitian ini bertujuan untuk mengembangkan teori instruksional lokal untuk mendukung pengembangan siswa pemahaman dasar tentang persentase. Penelitian desain dipilih sebagai sarana yang tepat untuk mencapai tujuan. Penelitian dilakukan di Pusri Sekolah Dasar Palembang, Kelas 5 yang melibatkan 42 siswa secara total dan satu guru kelas. Pendidikan Matematika Realistik Indonesia (PMRI) yang diadaptasi dari Realistic Mathematics Education (RME) sengaja dipilih sebagai pendekatan dalam proses belajar mengajar. Keakuratan ini mengungkapkan bahwa bar persentase yang disajikan sebagai model dalam pembelajaran membantu siswa untuk memahami persentase. Siswa menggunakannya sebagai alat untuk penalaran dan juga sebagai alat untuk menghitung. Itu juga membantu mereka untuk menyampaikan pemikiran mereka kepada orang lain. Untuk beberapa siswa yang biasanya menggunakan cara formal untuk menyelesaikan masalah persentase, temukan kotak persentase sebagai cara lain untuk membuktikan hasilnya. AbstractThis present study is aimed to develop a local instructional theory to support students development of basic understanding of percentages. Design research was chosen as an appropriate mean to achieve the goal. The study was conducted in Pusri Primary School Palembang, Grade 5 involving 42 students in total and one classroom teacher. Pendidikan Matematika Realistik Indonesia (PMRI) which was adapted from Realistic Mathematics Education (RME) was deliberately chosen as an approach in the teaching and learning process. This stuidy revealed that a percentage bar which is served as a model in learning helped students to understand percentages. Students used it as a tool for reasoning and also as a tool for calculating. It also helped them to represent the percents stated and to communicate their thoughts to others. For some students who usually utilized the formal way to solve percentage problems, found the bar as another way to prove the result.