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Analisis Kemampuan Numerasi Siswa SMP dalam Menyelesaikan Masalah Materi Fungsi Astuti, Indarti Puji; Muhtarom, Muhtarom; Setyawati, Rina Dwi
Imajiner: Jurnal Matematika dan Pendidikan Matematika Vol 7, No 1 (2025): Imajiner: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/imajiner.v7i1.19183

Abstract

Riset dilakukan dengan tujuan guna mendefinisikan kemampuan numerasi siswa SMP kelas VIII dalam mengerjakan soal AKM (Asesmen Kompetensi Minimum) dengan materi fungsi. Penelitian dilaksanakan di SMP Negeri 2 Karangawen. Penelitin ini menggunakan metode penelitian kualitatif deskriptif.  Lima siswa dari kelas VIII D SMP Negeri 2 Karangawen dipilih sebagai subjek penelitian berdasarkan hasil tes kemampuan numerasi, dengan bentuk soal  AKM yakni pilihan ganda, pilihan ganda kompleks, menjodohkan, isian singkat,serta uraian. Pengumpulan data pada penelitian ini, menggunakan teknik tes tertulis serta  tes wawancara. Analisis data dilakukan melalui tiga tahap, yakni reduksi data, penyajian data, serta triangulasi teknik. Berdasarkan hasil analisis, terungkap bahwa kelima subjek tersebut berhasil mengerjakan soal sesuai dengan soal AKM (Asesmen Kompetensi Minimum) serta berhasil memenuhi indikator numerasi dengan baik.
Pelatihan Komik Edukasi Berbasis Web bagi Komunitas Seni Kota Semarang Wardani, Theodora Indriati; Purwosetiyono, FX. Didik; Pramasdyahsari, Agnita Siska; Setyawati, Rina Dwi
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 3 (2025): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the city of Semarang, as it continues to grow into the fifth-largest metropolitan area in Indonesia, various communities have emerged with specific activities aimed at fostering a sense of love and care for the city, particularly in support of its future development. One such group is an art community based in Semarang that creates works dedicated to the city. This art community operates under the organization Hysteria, an art collective originating from Semarang. Within Hysteria, there is a management structure and a network of individuals consisting of painters and art students. However, when it comes to showcasing their work and sharing information in the form of images and texts with the public or those around their working spaces, they still design comics manually. In this digital era, where skills and expertise in communication technology are increasingly necessary, the comics produced by the art community are still typically conventional or manual in nature—drawn and arranged on paper to eventually be printed as comic books. As a result, the information in these comics does not reach a wide audience and requires significant resources in terms of cost, time, and labor to produce the printed versions, leading to inefficiencies. Therefore, it became necessary to find a way for the community members to independently utilize applications to distribute their comics and convey the comic narratives—particularly educational comics—through internet-based websites in a more engaging way. This led to the idea of a community partnership program by providing training on web-based educational comic creation using the Google Sites software application, eliminating the need for printed illustrations, thereby reducing costs, time, and effort, and accelerating the dissemination of information via the internet for the wider network of art communities spread across Semarang.
Stimulating Students’ Critical Mathematical Thinking through STEAM-Based Mitigation Learning Activities: Design and Validation Pramasdyahsari, Agnita Siska; Setyawati, Putri; Setyawati, Rina Dwi; Dahal, Niroj
RANGE: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2025): Range Juli 2025
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v7i1.9673

Abstract

Integrating Science, Technology, Engineering, Art, and Mathematics (STEAM) with real-world issues, such as disaster mitigation in mathematics education, has the potential to foster students’ critical thinking through interdisciplinary and problem-based learning. However, existing instructional designs often lack contextual relevance and do not fully incorporate STEAM principles or the Engineering Design Process (EDP). This study employed a research and development approach using the 4D model (Define, Design, Develop, Disseminate) to create STEAM-based mathematics learning activities centred on disaster mitigation topics. Ten ninth-grade mathematics teachers from junior high schools in Semarang and Blora were involved in the development and validation process. Data were collected through expert validation sheets and teacher questionnaires, and analyzed using the Rasch model with the Winstep application. The developed learning activities demonstrated high reliability with a Rasch reliability coefficient of 0.90, indicating strong internal consistency and practical relevance. Expert validation confirmed the content and construct validity of the materials, supporting their feasibility for classroom implementation.  The validation results suggest that the design is potentially suitable for classroom implementation, based on expert judgment and instrument validation outcomes. The study provides a validated and practical design for STEAM-based mathematics instruction that contextualizes disaster mitigation to enhance students’ critical thinking. Moreover, this innovative integration of STEAM and EDP offers a validated, practical STEAM-based mathematics learning design that supports teachers and enhances students’ critical thinking through real-world contexts. Its novelty is that it integrates STEAM and the EDP into disaster-themed mathematics learning to contextualize problem-solving and enhance students’ critical thinking.
Development of E-Comic Mathematics with Nuance of Religious Values and Critical Thinking of Geometry Material in Junior High School Cahyono, Budi; Setyawati, Rina Dwi; Rohman, Muhammad Aunur
International Journal of Social Learning (IJSL) Vol. 5 No. 3 (2025): August
Publisher : Indonesian Journal Publisher in cooperation with Indonesian Social Studies Association (APRIPSI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/ijsl.v5i3.418

Abstract

The low interest of Junior High School (SMP/MTs) students in reading textbooks results in many students having difficulty learning geometry material, and impacts students' low critical thinking skills. This study attempts to develop interactive learning media as e-comic media based on religious values, critical thinking, and contextual problems that are valid, practical, and effective. The development method uses the stages of defining, designing, developing, and disseminating (4D Method). The study subjects were material experts, media experts, teachers, and students at MTs Askhabul-Kahfi Semarang. The instruments in this study used expert validation questionnaires, practicality questionnaires, and critical thinking ability test questions. Data processing used the Independent Samples t-test statistical test with SPSS. The study results stated that e-comics are suitable for use because they are stated to be very valid, practical, and effective in increasing the average value of critical thinking skills.