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ANALISIS KESALAHAN DALAM MEMECAHKAN MASALAH FUNGSI KUADRAT BERDASARKAN LANGKAH POLYA Nandita Ayunengdyah; Siti Khabibah; Sari Saraswati
MEGA: Jurnal Pendidikan Matematika Vol. 1 No. 2 (2020): MEGA: Jurnal Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika, Universitas Muhammadiyah Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (741.633 KB) | DOI: 10.59098/mega.v1i2.257

Abstract

Problem solving becomes something important to be taught to students because it can practice critical thinking in solving the problems related to daily life. One of the mathematical materials that important to be taught because it related to daily life is the quadratic function. In fact, students still have many mistake to solve the problem of quadratic function problem that oriented to problem solving. The aim of this research is to describe (1) the student error location of problem solving based on Polya's step in the quadratic function material for tenth grade, (2) the student error causes of problem solving based on Polya's step in the quadratic function material for tenth grade. This research is a qualitative descriptive research. The subjects in this research were 24 students of tenth grade in MA Al Anwar Pacul Gowang Jombang. Data collection techniques are the test, interview, and documentation. Data analysis through the data reduction, data presentation, and data verification. The results show that the location of the error problem solving made by students was the second Polya's step (making plan) and fourth (looking back). The causes of student problem solving error is because students are not accustomed to do on story problem, so that students are not understand the problem and rushing in working it.
The Effectiveness of PowToon Audiovisual Media on Mathematics Learning Three-Dimensional Geometry Object Elementary School Elly Anjarsari; Dwi Juniati; Siti Khabibah
Vygotsky: Jurnal Pendidikan Matematika dan Matematika Vol 5 No 1 (2023): Vygotsky: Jurnal Pendidikan Matematika dan Matematika
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/voj.v5i1.694

Abstract

This research is a descriptive study with the aim of knowing the effectiveness of the PowToon audiovisual media in mathematics learning for elementary school students, with is viewed from three indicators, namely (1) the activity of students during PowToon audiovisual media, (2) student learning outcomes, and (3) students positive responses after participating in learning using PowToon audiovisual media. The results showed that mathematics learning using PowToon audiovisual media was effective. The learning outcomes of students after participating in learning using the PowToon audiovisual media were complete, with a classical percentage of 85,19%. Students positive responses to mathematics learning using PowToon audiovisual media meet the effectiveness criteria with 88,5% of student responses reaching the positive category.
Analysis of the Level of Understanding of the Concept of the Isoline Method of Linear Program Material Based on APOS Theory in terms of Learning Interest Iesyah Rodliyah; Dwi Juniati; Siti Khabibah
Jurnal Gantang Vol 7 No 2 (2022): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/jg.v7i2.5250

Abstract

One of the methods that can be used to find solutions to linear programming models is the Graphical Method. Graphical methods are divided into the isoline method and the extreme point method. Based on initial observations and interviews, it was found that around 54% of students still needed help understanding the isoline method material in solving linear programs, especially when given real problems related to everyday life. In addition, students' learning interest in linear programming courses also varies. So the purpose of research in this article is to describe the level of understanding of students who have high, medium, and low learning interest in linear programming material, precisely the isoline method material, in determining the optimum solution. The method in this study is a qualitative method with a sampling technique using purposive sampling. Data collection was carried out using a questionnaire method for data on student learning interests and semi-structured test and interview methods to describe the level of student understanding based on APOS theory. The instruments in this study were questionnaires, written tests, and interview guidelines. Checking the validity of the data in this study used time triangulation. The collected data was analyzed using descriptive qualitative analysis. The results of the research show that: (1) subjects with high learning interest are at the level of schematic understanding; (2) subjects with interest in learning are at the level of understanding objects; and (3) subjects with low interest in learning are at the level of understanding of Action.
KEMAMPUAN KONEKSI DAN BERPIKIR KRITIS SISWA SD DALAM MENYELESAIKAN SOAL CERITA BERDASARKAN TAHAPAN POLYA Valeria Suryani Kurnila; Dwi Juniati; Siti Khabibah
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 1 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (997.978 KB) | DOI: 10.24127/ajpm.v12i1.6428

Abstract

Kemampuan koneksi dan berpikir kritis adalah bagian dari kemampuan yang harus dimiliki siswa agar bisa memecahkan masalah di dunia nyata. Namun ditemukan bahwa kemampuan-kemampuan ini masih rendah. Kemampuan-kemampuan ini harus ditingkatkan sejak usia Sekolah Dasar, melalui masalah yang dituangkan dalam soal cerita. Agar solusi yang diberikan tepat, maka penyelesaian masalah dilakukan menggunakan tahapan Polya. Sehingga dilakukan penelitian yang bertujuan untuk menganalisis dan mendeskripsikan kemampuan koneksi dan berpikir kritis siswa SD dalam menyelesaikan soal cerita berdasarkan Tahapan Polya. Metode penelitian yang digunakan adalah deskriptif kualitatif. Subyek penelitian sebanyak 27 siswa. Untuk dapat menganalisis lebih spesifik, maka dilakukan wawancara dan analisis jawaban 3 orang siswa. Hasil penelitian menunjukkan siswa berkemampuan matematis tinggi telah mampu melakukan 3 tahapan Polya, serta memenuhi 5 indikator kemampuan koneksi dan berpikir kritis. Siswa berkemampuan matematis sedang,  mampu melakukan dua tahapan Polya serta memenuhi 3 indikator kemampuan koneksi dan berpikir kritis. Siswa berkemampuan matematis rendah telah mampu melakukan 1 tahapan Polya, serta memenuhi 1 indikator kemampuan koneksi dan berpikir kritis. Tahapan Polya yang sering dilewati oleh sebagian siswa adalah memeriksa kembali penyelesaian masalah. Jika dilihat pada indikator kemampuan koneksi dan kemampuan berpikir kritis, sebagian besar siswa tidak memenuhi indikator meninjau kembali seluruh jawaban yang telah diberikan. The ability to connect and think critically is part of the abilities students must have in order to be able to solve problems in the real world. However, it is currently found that these abilities are still low. In elementary school, these skills must be strengthened through word problems. Using the Polya stages, problem-solving is conducted in a structured manner to ensure the correctness of the solution. Based on Polya's Stages, this study aimed to analyze and describe elementary school students' connection and critical thinking skills when solving word problems. The research method used is descriptive qualitative. The research participants included 27 students. In order to conduct a more precise analysis, interviews and analyses of the responses of three students were conducted. The results indicated that students with strong mathematical skills could complete the three stages of Polya and meet the five indicators of connection and critical thinking abilities. Students with average mathematical skills can complete two stages of Polya and three indicators of connection ability and critical thinking. Low-skilled mathematicians have completed one Polya stage and one indicator of connection ability and critical thinking. The Polya stage that is often skipped by some students is re-examining problem solving. When viewed on the indicators of connection ability and critical thinking ability, most students do not fulfill the indicator of reviewing all the answers that have been given.
PROFIL PEMECAHAN MASALAH MATEMATIKA SISWA SMP DITINJAU DARI TIPE POLA ASUH ORANG TUA Muhammad Ulinnuha; Siti Khabibah
MATHEdunesa Vol 10 No 2 (2021): Jurnal Mathedunesa Volume 10 Nomor 2 Tahun 2021
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (620.336 KB) | DOI: 10.26740/mathedunesa.v10n2.p279-288

Abstract

Abstrak Pemecahan masalah merupakan inti dan tujuan dalam kurikulum matematika. Susanti (2018) menyebutkan bahwa pemecahan masalah dipengaruhi oleh perkembangan kognitif seseorang. Berkaitan dengan itu, Vygotsky dan Bandura (dalam Santrock, 2012) menyebutkan bahwa perkembangan kognitif dipengaruhi oleh pola asuh yang diterapkan oleh orang tua. Penelitian ini bertujuan untuk mendeskripsikan profil pemecahan masalah matematika siswa SMP ditinjau dari pola asuh orang tua. Penelitian ini merupakan penelitian deskriptif kualitatif dengan subjek penelitian terdiri dari tiga siswa SMP yang memiliki pola asuh otoriter, demokratis, dan permisif. Instrumen penelitian terdiri dari angket, tes, dan wawancara. Hasil penelitian menunjukan bahwa pada tahap memahami masalah, ketiga siswa menuliskan informasi yang terdapat dalam soal dan memodelkan kedalam kalimat matematika. Pada tahap membuat rencana, subjek dengan pola asuh otoriter berusaha mengaitkan konsep matematika dengan permasalahan yang ada namun masih terdapat kesalahan. Sementara itu, subjek dengan pola asuh demokratis dan permisif mengaitkan konsep yang dia pahami dengan permasalahan dan menjelaskan langkah yang digunakan untuk menyelesaikan permasalahan. Pada tahap melaksanakan rencana subjek dengan pola asuh otoriter menggunakan informasi pada soal untuk disubstitusikan ke dalam strategi yang telah dibuat namun masih terdapat kesalahan. Sementara itu, siswa dengan pola asuh demokratis dan permisif menggunakan informasi pada soal untuk disubstitusikan ke dalam strategi yang telah dibuat dengan tepat. Pada tahap memeriksa siswa dengan pola asuh otoriter menuliskan kesimpulan dan pengecekan pada jawaban yang dia peroleh namun masih terdapat kesalahan. Sementara itu siswa dengan pola asuh demokratis dan permisif menyebutkan kesimpulan dan melakukan pengecekan jawaban. Kata kunci: pemecahan masalah matematika, pola asuh orang tua.
Pengembangan Role Playing Game (RPG) Berbasis Android Untuk Materi Sistem Persamaan Linear Dua Variabel Mukhamad Farid; Siti Khabibah
MATHEdunesa Vol 10 No 3 (2021): Jurnal Mathedunesa Volume 10 Nomor 3 Tahun 2021
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.403 KB) | DOI: 10.26740/mathedunesa.v10n3.p470-479

Abstract

Abstrak Matematika mempunyai kedudukan yang sangat signifikan terhadap tumbuh dan berkembangnya ilmu pengetahuan dan teknologi. Salah satu materi pada pelajaran matematika yaitu Sistem Persamaan Linear Dua Variabel (SPLDV). Pentingnya media dalam pembelajaran matematika yaitu mampu mempengaruhi motivasi belajar peserta didik dan mampu mempengaruhi daya abstraksi peserta didik. Penelitian ini bertujuan menghasilkan produk media belajar yang dikemas dalam bentuk permainan Role Playing Game (RPG) berbasis android untuk materi SPLDV yang memenuhi kriteria valid, praktis dan efektif. Teknik analisis deskriptif kuantitatif digunakan pada penelitian ini. Penelitian ini menggunakan model pengembangan Borg and Gall yang disederhanakan oleh Tim Pusat Penelitian Kebijakan dan Inovasi (2008) dengan batasan oleh peneliti menjadi empat tahap, yaitu (1) perencanaan, melakukan kajian terhadap literatur dan melakukan kunjungan ke sekolah (2) pengembangan produk, mengembangkan media RPG dengan bantuan RPG MAKER MV dan export ke .apk menggunakan android studio (3) validasi dan revisi, (4) uji coba lapangan skala kecil. Dari hasil penelitian memperoleh persentase kevalidan SPLDV MATH sebesar 93,33% dengan kategori sangat valid. Kepraktisan SPLDV MATH mendapatkan persentase 88,89% dengan kategori sangat praktis. Kepraktisan dinilai dari angket penggunaan media yang dilakukan oleh 9 peserta didik. Sedangkan untuk keefektifan SPLDV MATH memperoleh persentase respon positif peserta didik sebesar 91,67% maka SPLDV MATH dikatakan efektif. Disimpulkan bahwa media RPG berbasis android untuk materi SPLDV atau SPLDV MATH memenuhi kriteria valid, praktis, dan efektif sehingga layak dipakai peserta didik sebagai media belajar untuk menaikkan motivasi dan minat peserta didik dalam belajar serta menaikkan kemampuan peserta didik dalam materi SPLDV. Kata Kunci: Pengembangan Borg and Gall, SPLDV MATH, android, SPLDV, media Role Playing Game (RPG) Abstract Mathematics has a very significant position on the growth and development of science and technology. One of the materials in mathematics is the Two Variable Linear Equation System (SPLDV). The importance of the media in learning mathematics that is able to influence students' learning motivation and able to influence the abstraction power of students. This study aims to produce learning media products that are packaged in the form of an Android-based Role Playing Game (RPG) for SPLDV material that meets the valid, practical and effective criteria. Quantitative descriptive analysis technique is used in this study. This study uses the Borg and Gall development model which is simplified by the Center for Policy and Innovation Research Team (2008) with limitations by researchers into four stages, namely (1) planning, conducting a literature review and conducting school visits (2) product development, developing RPG media with the help of RPG MAKER MV and build .apk using android studio (3) validation and revision, (4) small-scale field trials. From the results of the study, the percentage of SPLDV MATH validity was 93.33% with a very valid category. The practicality of SPLDV MATH gets a percentage of 88.89% in the very practical category. Practicality was assessed from a media use questionnaire conducted by 9 students. As for the effectiveness of SPLDV MATH, the percentage of positive responses from students is 91.67%, so SPLDV MATH is said to be effective. It was concluded that the android-based RPG media for SPLDV or SPLDV MATH material met the valid, practical, and effective criteria so that it was appropriate for students to use it as a learning medium to increase students' motivation and interest in learning and increase students' abilities in SPLDV material. Keywords: Borg and Gall development, SPLDV MATH, android, SPLDV, media Role Playing Game (RPG)
ANALISIS KESALAHAN SISWA SMA DALAM MENYELESAIKAN SOAL EKSPONEN Annisa Faradina Rahma; Siti Khabibah
MATHEdunesa Vol 11 No 2 (2022): Jurnal Mathedunesa Volume 11 Nomor 2 Tahun 2022
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (752.564 KB) | DOI: 10.26740/mathedunesa.v11n2.p446-457

Abstract

Salah satu materi matematika yang diajarkan di SMA ialah Eksponen. Materi eksponen penting dipelajari karena dibutuhkan sebagai prasyarat materi matematika lainnya, konsep dasar materi ini diberikan pada bangku SMP meski demikian tidak menutup kemungkinan ditemukannya kesalahan pada siswa SMA. Kesalahan yang terjadi diduga karena adanya kesulitan. Untuk perbaikan pembelajaran, kesalahan yang teridentifikasi perlu dianalisis untuk dicari tahu penyebabnya agar dapat diberi tindakan yang sesuai dan meminimalisir ditemukan kesalahan serupa di masa mendatang. Penelitian ini merupakan penelitian deskriptif kualitatif dengan tujuan menganalisis jenis kesalahan yang dilakukan siswa dalam menyelesaikan soal eksponen berdasarkan prosedur Newman serta faktor yang menyebabkan siswa melakukan kesalahan tersebut. Teknik pengambilan data menggunakan metode tes tulis dan wawancara. Tes tulis yang digunakan berupa tes diagnostik materi eksponen. Subjek penelitian 3 siswa dari 31 siswa kelas X IPA 3 SMA Hang Tuah 2 Sidoarjo yang dipilih berdasarkan banyaknya kesalahan yang dilakukan saat tes. Hasil penelitian menunjukkan kesalahan yang dilakukan siswa dalam menyelesaikan soal eksponen yaitu (1) kesalahan membaca soal; (2) kesalahan memahami soal; (3) kesalahan transformasi soal; (4) kesalahan keterampilan proses; (5) kesalahan menuliskan jawaban. Adapun faktor penyebab kesalahan yang ditemukan yakni siswa kurang memahami konsep eksponen, kurang memahami syarat penggunaan sifat eksponen, kesulitan menghadapi soal berbentuk soal cerita, sulit untuk menentukan rumus, siswa jarang menyiapkan bahan belajar di kelas, tidak mengulangi kembali materi yang diperoleh, kurangnya latihan soal, mudah bosan apabila tidak paham materi, dan enggan bertanya saat menemukan kesulitan.
DEVELOPMENT OF MATHEMATICAL DIGITAL COMICS WITH ETHNOMATEMATICS APPROACH TO CLASS III ELEMENTARY SCHOOL ON WEIGHT UNIT CONVERSION MATERIAL Sabilla Putri Arliani; Siti Khabibah
MATHEdunesa Vol 11 No 2 (2022): Jurnal Mathedunesa Volume 11 Nomor 2 Tahun 2022
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (793.884 KB) | DOI: 10.26740/mathedunesa.v11n2.p481-487

Abstract

Technological developments have affected most aspects of human life, including education. The role of technology in education can be found in the development of learning media. One of the difficulties faced by students is connecting the mathematics they get in school with real life. Digital comics with an ethnomathematical approach can be one of the potential learning media to connect school mathematics with the real world. The purpose of this research is to develop and produce a mathematical digital comic with an ethnomathematical approach for converting weight units from g to kg and vice versa for grade III SD which is suitable for use. The method used is ADDIE. The criteria for evaluating digital comics used are valid, practical, and effective. The selection of research subjects was carried out using a purposive sampling technique and the subjects obtained were 20 third grade elementary school students and two media expert validators as well as material experts. The results showed that the digital comics developed met the valid criteria with a validity level of 80.35%, practical with a practicality percentage of 81.87%, and effective because 100% of students passed the KKM. So it can be concluded that the digital comics developed are suitable for use in mathematics learning activities because they meet the criteria of validity, practicality, and effectiveness and are expected to be used by educators as learning media to increase enthusiasm and improve student learning outcomes.
DIFFICULTIES OF ELEMENTARY SCHOOL GRADE VI SOLVING NARRATIVE TEST IN NUMBER MATERIAL Ragil Tri Lestari; Siti Khabibah
MATHEdunesa Vol 11 No 2 (2022): Jurnal Mathedunesa Volume 11 Nomor 2 Tahun 2022
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (403.015 KB) | DOI: 10.26740/mathedunesa.v11n2.p474-480

Abstract

Mathematics is one of the sciences closely related to human life in helping to solve a problem. Narrative tests are a type of question that is suitable for use in presenting a mathematical problem. When solving narrative testss, difficulties are often found. This study aims to describe the difficulties experienced by students in solving narrative tests. The type of this research is qualitative research, with the research subjects being 12 sixth grade students who have the various mathematical abilities in one of the elementary schools in Gresik. Data collection through written tests, interviews, and documentation. The results showed that students experienced difficulties in three aspects, namely: 1) language aspects. Broadly speaking, students' difficulties in language aspects were caused by a lack of understanding of narrative testss, 2) schematic knowledge aspects, this difficulty was triggered because students were unable to remember and use mathematical concepts well, and 3) the algorithm aspect, this difficulty is caused by students doing the calculation process in a hurry. Narrative tests with simple context and language regularly can be done as an alternative to minimize the level of difficulty of students and help students build a more structured way of thinking. Keywords: qualitative research, difficulties, narrative tests.
Miskonsepsi Siswa SMA pada Materi Logaritma Rifda Maulida Amalia; Siti Khabibah
MATHEdunesa Vol 11 No 2 (2022): Jurnal Mathedunesa Volume 11 Nomor 2 Tahun 2022
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (599.534 KB) | DOI: 10.26740/mathedunesa.v11n2.p597-605

Abstract

Miskonsepsi merupakan kekeliruan dalam memahami suatu konsep yang disebabkan oleh kesalahan dalam mentransfer konsep yang telah diterima ke dalam kerangka kerja. Penelitian ini menggunakan soal diagnostik dan teknik Certainty of Response Index (CRI) termodifikasi. Tes diagnostik digunakan untuk mengidentifikasi kesalahan siswa, sedangkan CRI digunakan untuk mengetahui kategori pemahaman konsep siswa berdasarkan keyakinan siswa dalam menjawab soal. Siswa kelas X IPA sejumlah 17 orang diberikan soal diagnostik materi logaritma dan Angket CRI kemudian 3 siswa yang memenuhi kriteria dipilih untuk diwawancarai. Hasil dari analisis jawaban soal diagnostik, nilai CRI, dan wawancara menunjukkan bahwa ketiga siswa tersebut mengalami miskonsepsi pada materi logaritma terutama pada konsep sifat-sifat logaritma yakni: sifat penjumlahan, sifat pengurangan, pembagian logaritma, sifat pangkat, dan sifat merubah basis.