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ANALISIS KEMAMPUAN BERPIKIR KRITIS SISWA SEKOLAH MENENGAH PERTAMA (SMP) DALAM PEMBELAJARAN MATEMATIKA Sukmawati, Rika; Fauziah, Nadilah; Agustin, Vivin Angrayni; Raharjo, Sigit
JURNAL MATHEMATIC PAEDAGOGIC Vol 8, No 2 (2024): Maret 2024
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36294/jmp.v8i2.3862

Abstract

Penelitian ini bertujuan untuk mengetah gambaran kemampuan berpikir kritis siswa dalam pembelajaran matematika pada siswa sekolah menengah pertama. Jenis penelitian yang dilakukan menggunakan metode penelitian kualitatif deskriptif dengan populasi penelitiannya adalahwa kelas 7D SMPN 3. Kosambi Kabupaten Tangerang sejumlah 30 siswa dan jumlah sampel sebanyak 3 siswa berdasarkan kategori tinggi, sedang dan rendah. Instrumen yang digunakan dalam penelitian ini mengenakan tes tulis kemampuan berpikir kritis berbentuk essay dan wawancara berdasarkan indikator kemampuan berpikir kritis. Hasil penelitian menunjukkan bahwa siswa ang berkemampuan berpikir kritis tinggi mampu menyelesaikan soal dengan menggunakan 4 indikator yaitu interpretasi, analisis, evaluasi, dan inferensi, siswa yang berkemampuandang mampu menyelesaikan soal dengan 2 indikator yaitu analisis dan evaluasi, sedangkan siswa yang berkemampuan berpikir kritis rendah mampu menyelesaikan soal dengan menggunakan I indikator yaitu interpretasi.
APPLICATION OF THE CREATIVE PROBLEM-SOLVING LEARNING MODEL TOWARDS STUDENTS' MATHEMATICS REPRESENTATION ABILITY Firmansyah, Muhammad Arie; Pradja, Barra Purnama; Raharjo, Sigit; Aldi, Aldi
Prima: Jurnal Pendidikan Matematika Vol 8, No 1 (2024): PRIMA : Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/prima.v8i1.10083

Abstract

This research aims to find out what the learning process is like using the Problem based learning model. Hypothesis testing using the t test shows that there is a significant difference, namely significant (2-tailed) 0.004 < 0.05 so it can be concluded that H0 is rejected and H1 is accepted. This means that there is an average difference in students' mathematical representation abilities between the experimental class and the control class. Thus, the results of this hypothesis test show that there is an influence of the Creative Problem-Solving learning model on students' mathematical representation abilities
Bahasa Inggris Safitri, Prahesti Tirta; Raharjo, Sigit; Kuncara, Faatihah Nanda
KALAMATIKA Jurnal Pendidikan Matematika Vol 9 No 1 (2024): KALAMATIKA April 2024
Publisher : FKIP Universitas Muhammadiyah Prof. DR. HAMKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/KALAMATIKA.vol9no1.2024pp121-134

Abstract

Nowadays, technology is developing rapidly. Augmented reality is one of the technologies frequently used in the learning process. The purpose of augmented reality-based learning is to improve mathematical reasoning skills by providing interesting and appropriate learning media. This study aims to develop mathematics learning media for flat-sided spatial geometry material based on augmented reality that can be tested on grade VII students of SMPN 16 Tangerang City. This research uses the ADDIE development model, which includes analysis, design, development, implementation, and evaluation. The research data includes both qualitative and quantitative data. The instruments used are media validity expert assessments, media practitioner assessments, and respondent responses. The results of the study showed a significant increase in students' knowledge and skills during the learning process of mathematics on cube and cuboid materials based on augmented reality in grade VII students of SMPN 16 Tangerang City. This is indicated by the expert assessment results, which rated it as "valid," the media expert assessment results, which rated it as "very practical," and the respondents' answers, which were categorized as "moderate." Students' knowledge and skills increased significantly due to the application of augmented reality-based mathematics learning on cubes and cuboids. The application of this learning method provides an effective increase in students' knowledge and skills and helps achieve learning objectives.
Student Errors in Solving System of Linear Inequalities Story Questions Based on Newman’s Error Analysis (NEA) Purmanna, Astrino; Raharjo, Sigit
MATHEMA: JURNAL PENDIDIKAN MATEMATIKA Vol 6, No 2 (2024): MATHEMA
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jm.v6i2.3275

Abstract

This paper aims to describe the types of error and the causes of student error in solve math story questions on the subject matter of systems of linear inequalities based on Newman's Error Analysis (NEA). The linear inequalities system material was chosen for this study because the linear inequalities system has components that students must understand so they can easily determine the error made by student. This study is a qualitative descriptive. The subjects of this study were taken using a purposive sampling technique and obtained 10 students in the 5th semester of math education study program, Muhammadiyah University of Tangerang. This research was divided into three stage, namely the preparation of research instrument, implementation and colection of data study and data analysis. The instrument used in this research is a description of 3 questions. Based on data analysis, the factor that led to student error in solve math story question on the subject matter of the system of linear inequalities based on NEA were inaccurate, unable to read questions, unable to understand the question, and unable to carry out procedure or steps that would used to problem solving. This study contributes to providing information on errors that are commonly made by student in solve math story questions on the subject matter system linear inequalities based on NEA.
Tinjauan Perlindungan Data Pribadi Dalam Pelaksanaan Rekrutmen Online Karyawan Pada Perseroan Terbatas ISS Indonesia Cabang Semarang Ditinjau Dari Undang-Undang Informasi Dan Transaksi Elektronik Raharjo, Sigit; Ismiyanto, Ismiyanto; Muhtarom, Muhammad
Innovative: Journal Of Social Science Research Vol. 4 No. 6 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i6.16750

Abstract

Peningkatan penggunaan teknologi digital dalam proses rekrutmen online membawa tantangan baru terkait perlindungan data pribadi. Penelitian ini dilakukan di PT ISS Indonesia Cabang Semarang untuk menganalisis penerapan kebijakan perlindungan data pribadi serta pengelolaan risiko pelanggaran data sesuai dengan Undang-Undang Informasi dan Transaksi Elektronik (UU ITE). Dengan pendekatan deskriptif kualitatif, penelitian ini menggunakan data primer dari wawancara dengan tim HRD dan observasi langsung, serta data sekunder dari kebijakan perusahaan dan regulasi terkait. Temuan menunjukkan bahwa PT ISS Indonesia Cabang Semarang telah menerapkan kebijakan privasi yang sesuai dengan UU ITE, termasuk persetujuan eksplisit pelamar, pembatasan akses data, enkripsi, dan penggunaan tanda tangan elektronik yang sah. Selain itu, perusahaan melakukan mitigasi risiko melalui kerja sama dengan pihak ketiga yang mematuhi standar keamanan data, audit berkala, serta edukasi dan pelatihan karyawan terkait perlindungan data pribadi. Kebaruan dari penelitian ini terletak pada identifikasi prosedur respons cepat dan strategi mitigasi yang efektif dalam menghadapi insiden pelanggaran data di konteks rekrutmen online. Kesimpulan utama menunjukkan bahwa penerapan dan pengelolaan perlindungan data pribadi oleh PT ISS Indonesia Cabang Semarang selaras dengan regulasi yang berlaku, sehingga dapat menjadi acuan bagi organisasi lain dalam menerapkan keamanan data dalam rekrutmen online.
Pengembangan Aplikasi Scratch untuk Mendorong Pembelajaran Matematika Kolaboratif di Kelas Barra P Praja; Nur Hikmah; Sinta Wati; Sigit Raharjo
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 3 No. 1 (2025): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/bilangan.v3i1.369

Abstract

The purpose of this research is to encourage student collaboration through technology-based learning media by utilizing Scratch software in fraction material for grade VII students. The research method used is Multimedia Development Life Cyle (MDLC) development. The trial of learning media was conducted on Parents’ Hope students. The results showed that the Fraction Explorer media designed as a math learning media was effective to encourage student collaboration in the classroom that presents the concept of fraction operations using Scratch application. Participants' responses to the developed media gave positive results, with an average score of 77% for each questionnaire indicator given in the “very good” category. Thus, there is a need for research to determine the effectiveness in learning and developing learning media and games to encourage group cooperation on different topics.
Kemampuan Berpikir Kritis Matematis Siswa Berdasarkan Efikasi Diri Pada Materi Bangun Ruang Sisi Datar Dinda Nuraini; Rika Sukmawati; Sigit Raharjo; Shinta Aristy
Jurnal PEKA (Pendidikan Matematika) Vol. 8 No. 2 (2025): Jurnal PEKA (Pendidikan Matematika)
Publisher : Program Studi Pendidikan Matematika Universitas Muhammadiyah Sukabumi (UMMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jp.v8i2.3290

Abstract

This research aims to examine students' mathematical critical thinking abilities based on self-efficacy in flat-sided geometric material and students are expected to be able to have self-confidence in analyzing and solving problems critically. The research was conducted at Kafah Unggul Islamic High School, Tangerang City, with research subjects selected from 6 students from 14 class X Science students. The method used in this research is descriptive qualitative. The data analysis technique obtained through filling out a questionnaire regarding self-efficacy was analyzed using low, medium and high criteria and continued with a written test in the form of description questions with flat-sided geometric material and interviews. Based on the research results, it can be seen that the category level of students who have high self-efficacy is 25%. The largest category is 58.33% with moderate self-efficacy and the smallest is 16.66% in the low self-efficacy category which is caused by several factors, such as experiencing difficulties when analyzing and determining the formula to use according to the question.
Analisis Strategi Pemecahan Masalah Matematika Siswa Di Kelas XI Safitri, Ananda Dewi; Nupus, Zakiatun; Bilda, Westi; Raharjo, Sigit
JURNAL JENDELA MATEMATIKA Vol. 3 No. 01 (2025): Jurnal Jendela Matematika: Edisi Januari 2025
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjm.v3i01.1098

Abstract

Tujuan dari penelitian ini adalah untuk menganalisis memecahkan permasalahan matematika pada siswa kelas XI dengan langkah-langkah Polya. Menggunakan metode kualitatif, dengan pemilihan subjek yang dilakukan melalui teknik purposive sampling. Pemilihan sampel dilakukan pada 10 subjek melalui wawancara dan tiga siswa dipilih secara acak dengan memberikan soal kepada siswa kelas XI menengah sekolah atas yang terletak di salah satu Kota Tangerang. Temuan dari penelitian menunjukan bahwa masih terdapat kesulitan dan kesalahan dalam penyelesai an masalah matematika. Anak didik dengan kapasitas pemecahan masalah matematis terdapat di klasifikasi sangat tinggi dengan persentase 93,33%, peserta didik pada golongan tinggi presentase 76,67%, pelajar dalam tingkat sedang dengan persentase 60%, dan klasifikasi rendah dengan persentase 30%. Strategi yang paling sering dipakai untuk memecahkan masalah adalah trial and error, di mana kita bereksperimen untuk mencari solusi sesuai kemampuan yang kita punya. Setelah itu, kita bisa buat gambar atau diagram supaya masalahnya lebih jelas, cari pola, tulis rumus dari pola itu, dan bekerja mulai dari belakang.
Penerapan Model Pembelajaran Role Playing Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Hasanah, Naira; Khalidah, Nurlaeli; Pradja, Barra Purnama; Raharjo, Sigit
JURNAL JENDELA MATEMATIKA Vol. 3 No. 01 (2025): Jurnal Jendela Matematika: Edisi Januari 2025
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjm.v3i01.1157

Abstract

Kajian ini memiliki tujuan untuk menganalisis dampak pendekatan pembelajaran Role Playing terhadap peningkatan kemampuan pemecahan masalah matematika peserta didik kelas VII SMP Islamic Center Tangerang tahun ajaran 2024/2025. Penelitian ini menggunakan metode quasi-eksperimental dengan rancangan penelitian yang juga berbasis quasi-eksperimental. Sampel penelitian sebanyak 66 siswa yang dibagi menjadi dua kelompok, yaitu kelas eksperimen (33 siswa) yang menggunakan pendekatan pembelajaran Role Playing dan kelas kontrol (33 siswa) yang menggunakan pembelajaran tradisional. Instrumen pengumpulan data berupa ujian pendahuluan dan penilaian akhir berupa soal deskriptif, serta angket untuk mengukur pemahaman siswa terhadap matematika. Berdasarkan hasil penelitian, siswa kelas eksperimen secara signifikan lebih baik dalam memecahkan masalah matematika dibandingkan dengan siswa kelompok kontrol. Para siswa di kelas eksperimen mendapatkan nilai tengah pada post-test sebesar 68,87, dibandingkan dengan 65,90 pada kelompok kontrol. Lebih jauh, dengan tingkat signifikansi 9,1%, Pengujian hipotesis yang dilakukan dengan uji-t mengungkapkan bahwa penggunaan paradigma pembelajaran bermain peran memiliki dampak substansial pada keterampilan pemecahan masalah siswa. Dengan demikian, model pembelajaran Bermain Peran dapat diterapkan sebagai strategi pengajaran alternatif yang efektif untuk meningkatkan kemampuan siswa dalam menyelesaikan masalah matematika, khususnya terkait dengan materi himpunan.
Analisis Kesulitan Belajar Matematika Siswa Sekolah Menengah Pertama pada Era Digital Safitri, Prahesti Tirta; Syahrudin, Muhammad; Juliana, Adelia Zifa; Raharjo, Sigit
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2653

Abstract

This study aims to analyze the mathematics learning difficulties of junior high school students in the digital era. This research employs a descriptive qualitative approach with 25 eighth-grade students as subjects. Data were collected through a questionnaire measuring eight indicators of mathematics learning difficulties and analyzed using descriptive qualitative analysis techniques. The results indicate that students face multidimensional difficulties, including an inability to understand basic concepts, calculation errors, and difficulties in applying formulas. Internal factors, such as low learning motivation and limited comprehension, as well as external factors, such as distractions from digital devices and a lack of variation in teaching methods, exacerbate these challenges. Although digital technology offers various conveniences, its use is often suboptimal due to students' limited ability to utilize these tools effectively.