Ama Noor Fikrati
STKIP PGRI Jombang

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Eksplorasi Penalaran Logis Calon Guru Matematika Melalui Pengintegrasian Pendekatan STEM dalam Menyelesaikan Soal Edy Setiyo Utomo; Fatchiyah Rahman; Ama Noor Fikrati
Mosharafa: Jurnal Pendidikan Matematika Vol 9, No 1 (2020)
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1721.607 KB) | DOI: 10.31980/mosharafa.v9i1.574

Abstract

AbstrakRendahnya kemampuan penalaran menjadi penyebab rendahnya prestasi matematika. Diperlukan solusi, diantaranya STEM. Penelitian ini bertujuan mengeksplorasi penalaran logis calon guru matematika melalui pengintegrasian pendekatan STEM dalam menyelesaikan soal matematika. Jenis penelitian yaitu kualitatif dengan pendekatan deskriptif. Subjek penelitian adalah seorang mahasiswa calon guru matematika yang dipilih secara purposive sampling. Instrumen penelitian meliputi utama dan pendukung yaitu TPL dan pedoman wawancara. Teknik analisis data meliputi reduksi data, penyajian data, interpretasi data, dan penarikan simpulan. Hasil penelitian menunjukkan subjek melakukan eksplorasi software Geogebra untuk mengidentifikasi informasi yang diperlukan sesuai pengetahuan yang dimiliki. Subjek juga melakukan beberapa teknik mengoperasikan aplikasi Geogebra, seperti dilatasi dan refleksi. Selanjutnya subjek menekankan beberapa titik-titik koordinat selama membuat grafik fungsi yang ditunjukkan software Geogebra untuk membuktikan jawabannya melalui subtistusi setiap titik-titiknya. Subjek meyakini kebenaran hasil yang ditunjukkan pada Geogebra. Pengintegrasian teknologi dalam setiap matakuliah diperlukan agar mahasiswa dapat mengembangkan penalaran logis dalam menyelesaikan masalah matematika. Logical Reasoning Exploration for Mathematics’ Candidate Teacher through Integration of STEM Approach in Solving Problem AbstractThe low reasoning ability is the reason for low mathematical achievement. A solution is needed, including STEM. This research has aimed to explore the logical reasoning of mathematics teacher candidate through integrating the STEM approach in solving a math problem in a task. This research uses descriptive qualitative. The subject of this research is the students of the mathematics education program of STKIP PGRI Jombang. These research instruments involve main and supportive that consist of TPL and interview. In analyzing data, it consists of reduction data, presentation data, interpretation data, and conclusion. The result of this research shows that the subject does exploration through "Geogebra" to identify the information which is appropriate with its knowledge. The subject also does several techniques in operating "Geogebra", such as; dilated and reflection. Moreover, the subject emphasizes several coordinate points while making a graphic of function which is shown in "Geogebra", because it is suitable for things that have already done in a worksheet. Integrating technology in each course is needed so that students can develop logical reasoning in solving mathematical problems.
Penerapan Media Pembelajaran Berbentuk Game dalam Rangka Meningkatkan Hasil Belajar Matematika Siswa Ririn Febriyanti; Ama Noor Fikrati; Slamet Boediono
Musamus Journal of Mathematics Education Vol 4 No 2 (2022): Musamus Journal of Mathematics Education
Publisher : Musamus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35724/mjme.v4i2.4219

Abstract

Abstrak: Penelitian ini merupakan penelitian tindakan kelas yang bertujuan untuk meningkatkan hasil belajar matematika siswa. Pelaksanaan penelitian ini dilaksanakan di MI Badang Jombang Propinsi Jawa Timur kelas IV yang berjumlah 19 siswa yang terdiri dari 2 siklus. Metode yang digunakan dalam pengumpulan data adalah metode observasi dan metode tes. Instrumen penelitian ini berupa lembar observasi dan lembar tes materi pecahan. Berdasarkan hasil pada siklus I memperoleh aktivitas guru sebesar 68% dengan kriteria cukup baik, ketuntasan hasil belajar siklus I sebesar 63,15% dengan rata-rata 67,10 dan aktivitas siswa dalam siklus I sebesar 61% dengan kriteria cukup baik. Sedangkan data pada siklus II diperoleh aktivitas guru meningkat menjadi 90% dengan kriteria sangat baik, aktivitas siswa menjadi 86% dengan kriteria sangat baik dan ketuntasan belajar menjadi sebesar 89,47% dengan rata-rata 82,89. Pada siklus II telah tercapai kriteria keberhasilan yaitu aktivitas guru, aktivitas siswa dan hasil belajar siswa > 75% secara klasikal. Berdasarkan hasil penelitian didapatkan bahwa media berbentuk game dapat meningkatkan hasil belajar matematika siswa. Abstract: This research is a classroom action research with purpose to improve mathematics learning outcome. This research has been done at MI Badang Jombang, East Java Province, class IV, with 19 students consisting of 2 cycles. The research method are observation and test method. The research instrument is an observation sheet and a test sheet for fractional materials. Based on the results in the first cycle, the teacher activity was 68% with quite good criteria, the learning outcomes was 63.15% with an average of 67.10 and student activity in the first cycle was 61% with good enough criteria. While the data in the second cycle obtained teacher activity increased to 90% with very good criteria, student activity became 86% with very good criteria. and learning outcome was 89.47% with an average of 82.89. In the second cycle the success criteria have been achieved, teacher activities, student activities and student learning outcomes > 75% classically. Based on the results of the study, it was found that the media like games could improve students' mathematics learning outcomes.