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AISITARU: Pengembangan Media Pembelajaran Interaktif Pendekatan Realistic Mathematics Education (RME) Materi Luas Bangun Datar untuk Siswa Tunarungu Azzahra, Annisa; Mawarsari, Venissa Dian; Suprayitno, Iswahyudi Joko
Issues in Mathematics Education (IMED) Vol. 9 No. 1 (2025): Volume 9 Nomor 1 Tahun 2025
Publisher : Program of Mathematics Education Department of Mathematics Faculty of Mathematics and Natural Sciences (FMIPA) Universitas Negeri Makassar (UNM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed.v9i1.6626

Abstract

The use of printed book learning media with lots of writing is not effective for deaf students, resulting in low student conceptual understanding. Deaf students need learning media that can overcome their limitations in language and communication, by utilizing media that has a visual appearance. The purpose of this study is to develop valid interactive media with the Realistic Mathematics Education (RME) approach on the material of the area of ​​flat shapes called "AISITARU". This study applies the Research and Development (R&D) research method with the ADDIE development model which is focused on the analysis, design, and development stages. This study produced an interactive learning media "AISITARU" with the results of the media expert validation assessment of 91.7% which is included in the very valid criteria, while the average score of the material expert is 87.6% with the very valid criteria. The results of the validation analysis of media experts and material experts of the "AISITARU" media obtained a combined average score of 89.65%, which is included in the very valid category. This proves that the "AISITARU" media meets the eligibility to be tested on deaf students in learning mathematics with the material of the area of ​​flat shapes.
PENINGKATAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA MELALUI MODEL PROBLEM BASED LEARNING Fauzia, Tsania Ismi; Suprayitno, Iswahyudi Joko; Susilawati, Padmi
Journal of Lesson Study in Teacher Education Vol. 4 No. 1 (2025): Volume 4 No 1 2025
Publisher : Litbang PWM Jawa Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51402/jlste.v4i1.151

Abstract

The aim of this study is to determine the improvement in students' mathematical problem-solving abilities using the Problem Based Learning model in Class XI-6 of SMA Negeri 11 Semarang. This study is a Classroom Action Research (CAR) involving 36 students of Class XI-6 as subjects. The research was conducted in two cycles, with each cycle consisting of one meeting and each meeting comprising two hours of instruction. To assess the improvement in students' mathematical problem-solving abilities, evaluations were conducted at the end of each cycle. The data obtained show that there was an improvement in students' mathematical problem-solving abilities before and after the implementation of the intervention. This is evidenced by the consistent increase in students' academic performance. The average problem-solving ability in Cycle 2, using the Problem-Based Learning model, reached the Minimum Competency Criteria (KKTP) of 75. The proportion of students achieving mastery in problem-solving abilities based on the KKTP standard also reached 75%.
Respon Guru dan Peserta Didik Terhadap Media Pembelajaran E-LKPD Berbasis Auditory, Intellectually, Repetition dengan Pendekatan Etnomatematika Haryana Putri, Aulia Cindi; Sulistyaningsih, Dwi; Suprayitno, Iswahyudi Joko
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 8 No. 1 (2025): Integrasi Matematika, Teknologi, dan Budaya dalam Pendidikan dan Aplikasi Terap
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v8i1.5197

Abstract

Bahasa Indonesia: Perkembangan teknologi yang pesat di era ini membawa perubahan signifikan dalam dunia pendidikan. Salah satu penerapan teknologi dalam pendidikan adalah media pembelajaran digital, seperti Lembar Kerja Peserta Didik Elektronik (E-LKPD), yang dapat digunakan dalam kegiatan pembelajaran. Penelitian ini bertujuan untuk mengevaluasi tanggapan guru dan siswa terhadap tingkat kepraktisan penggunaan E-LKPD sebagai media pembelajaran. Metode yang digunakan adalah penelitian deskriptif kuantitatif, dengan pengumpulan data melalui wawancara dan penyebaran angket kuesioner. Subjek penelitian ini terdiri dari guru matematika dan 32 siswa kelas VII di salah satu MTS di Kabupaten Semarang, Indonesia. Hasil evaluasi menunjukkan bahwa respon guru terhadap E-LKPD mencapai 89% dengan kategori "Sangat Praktis," sementara siswa memberikan penilaian 90% dengan kategori yang sama. Berdasarkan hasil tersebut, dapat disimpulkan bahwa E-LKPD sangat praktis digunakan sebagai alat pembelajaran matematika. Bahasa Inggris: The rapid development of technology in this era has brought significant changes in the world of education. One of the applications of technology in education is digital learning media, such as Electronic Student Worksheets (E-LKPD), which can be used in learning activities. This study aims to evaluate the responses of teachers and students to the level of practicality of using E-LKPD as a learning medium. The method used is quantitative descriptive research, with data collection through interviews and distributing questionnaires. The subjects of this study consisted of mathematics teachers and 32 grade VII students at one of the MTS in Semarang Regency, Indonesia. The evaluation results showed that the teacher response to E-LKPD reached 89% with the category "Very Practical," while students gave an assessment of 90% with the same category. Based on these results, it can be concluded that E-LKPD is very practical to use as a mathematics learning tool.
PENINGKATAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA MELALUI MODEL PROBLEM BASED LEARNING Fauzia, Tsania Ismi; Suprayitno, Iswahyudi Joko; Susilawati, Padmi
Journal of Lesson Study in Teacher Education Vol. 4 No. 1 (2025): Volume 4 No 1 2025
Publisher : Litbang PWM Jawa Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51402/jlste.v4i1.151

Abstract

The aim of this study is to determine the improvement in students' mathematical problem-solving abilities using the Problem Based Learning model in Class XI-6 of SMA Negeri 11 Semarang. This study is a Classroom Action Research (CAR) involving 36 students of Class XI-6 as subjects. The research was conducted in two cycles, with each cycle consisting of one meeting and each meeting comprising two hours of instruction. To assess the improvement in students' mathematical problem-solving abilities, evaluations were conducted at the end of each cycle. The data obtained show that there was an improvement in students' mathematical problem-solving abilities before and after the implementation of the intervention. This is evidenced by the consistent increase in students' academic performance. The average problem-solving ability in Cycle 2, using the Problem-Based Learning model, reached the Minimum Competency Criteria (KKTP) of 75. The proportion of students achieving mastery in problem-solving abilities based on the KKTP standard also reached 75%.
Analisis Kebutuhan Media Edugame Untuk Menunjang Pembelajaran Di Era Digitalisasi Pada Kelas VII Sariyanto, Slamet; Suprayitno, Iswahyudi Joko; Sulistyaningsih, Dwi
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 4: Juni 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i4.9318

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat kebutuhan media pembelajaran matematika sebagai media penunjang pembelajaran dengan memanfaatkan teknologi yang kini semakin berkembang permasalahan yang terjadi saat ini adalah kebiasaan siswa suka bermain game hingga lupa waktu dalam hasil survei penduduk indonesia 180 juta aktif bermain game dan 70% diantaranya usia 13 sampai 24 ditahun 2021, siswa dalam pelajaran matematika materi aljabar dan aritmatika sosial mengalami kesulitan dalam pemahamannya karena terbatasnya media pembelajaran yang tersedia. Perkembangan teknologi saat ini memberikan peluang untuk menciptakan media pembelajaran yang kreatif dan inovatif yang dapat digunakan dalam pembelajaran . Peneliti menggunakan metode ADDIE yang terbatas pada tahap analisis dan dengan menggunakan pendekatan kualitatif data diperoleh dari hasil observasi, wawancara dan angket kebutuhan siswa. hasil analisis diperoleh 83% siswa menginginkan pembelajaran dengan media edugame dan 84% rata-rata siswa menginginkan pembelajaran yang menyenangkan seperti video pembelajaran dan game edukasi. Dengan adanya media pembelajaran edugame diharpkan siswa lebih aktif, semangat dan termotivasi untuk belajar sehingga dapat meningkatkan peluang pemahaman siswa terhadap materi yang dipelajari
Media Pembelajaran Interaktif Pendekatan Etnomatematika Budaya Jawa Terhadap Hasil Belajar Siswa Materi Geometri: Penelitian Isna Nur Aini; Martyana Prihaswati; Iswahyudi Joko Suprayitno
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.482

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This study aims to identify and examine the types of interactive learning media based on ethnomathematics that incorporate Javanese culture and their influence on students' learning outcomes in geometry. The research method used is the Systematic Literature Review (SLR), which includes formulating research questions, searching literature, setting inclusion and exclusion criteria, selecting relevant literature, presenting data, and drawing conclusions. The articles analyzed were sourced from Google Scholar within the 2020–2025 timeframe, resulting in 21 articles that met the inclusion criteria. The findings indicate that the dominant interactive media used include e-modules, application-based media, and digital animations. Javanese cultural elements commonly integrated into the learning media include the Joglo traditional house, Surya Majapahit batik, Kudus Tower, Grebeg Maulud ceremony, Sesaji Rewanda tradition, and traditional dances such as Tari Remo. These cultural elements are utilized to explain geometric concepts such as three-dimensional shapes, two-dimensional figures, geometric transformations, and coordinate systems. The use of interactive media based on local culture has been proven to significantly enhance students' conceptual understanding and learning motivation.
STEAM in the Perspective of 21st Century Mathematics Learning: A Field Study of Indonesia and Malaysia Aziz, Abdul; Iswahyudi Joko Suprayitno; Alma Rif’atun Nisa
Jurnal Pendidikan Matematika Universitas Lampung Vol. 13 No. 3 (2025): Jurnal Pendidikan Matematika Universitas Lampung
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/mtk/v13i3.pp183-192

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The aim of this study is to explore the implementation of the STEAM approach in Indonesia and Malaysia in relation to mathematics learning concepts and the skills developed during the mathematics learning process. This study employs a descriptive qualitative method with school students as the research subjects, aiming to examine the application of STEAM in the learning process in both countries. The findings reveal that the integration of STEAM has a positive impact on mathematics learning, particularly in enhancing students’ confidence as well as their critical thinking, creativity, communication, and collaboration skills. The application of STEAM in the context of 21st-century mathematics education encourages students to build self-confidence in facing challenges, which is essential for maximizing their potential.  
ANALISIS KEMAMPUAN SPASIAL SISWA KELAS VIII DALAM MEMECAHKAN MASALAH GEOMETRI DITINJAU DARI GAYA BELAJAR Iriani, Uswatun Hasanah; Mawarsari, Venissa Dian; Suprayitno, Iswahyudi Joko
Journal of Lesson Study in Teacher Education Vol. 3 No. 1 (2024): Volume 3 No 1 2024
Publisher : Litbang PWM Jawa Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51402/jlste.v3i1.131

Abstract

This study aims to describe the spatial abilities of students with visual, auditory, and kinesthetic learning styles. The type of research used in this study is qualitative descriptive research. The research subjects consisted of 21 students in class VIII, MTs Al Hidayah Sadeng, Semarang. Data collection techniques include tests, anchors, and interviews. The results of this study showed that students with high spatial and moderate visual and auditory learning styles were able to understand the problem by explaining what was known and being asked correctly. And it's able to relate concepts so that it can find the right formula and solve the given problem correctly and precisely. Meanwhile, students with moderate abilities and a kinetic learning style are only able to write down what is known and asked. And yet it has not been able to relate concepts so that it cannot find the right formula and not solve the given problem properly and precisely. While students with low spatial abilities with visual and kinesthetic learning styles are able to write down what is known and asked, subjects with auditory learning styles write but are less precise. Students with visual, auditory, and kinesthetic learning styles have not been able to relate concepts, so they have not been able to find the right formula and cannot solve the given problem correctly and precisely. Students with high spatial, medium, or low abilities cannot describe objects based on what is known and asked.
ANALISIS KEMAMPUAN SPASIAL SISWA KELAS VIII DALAM MEMECAHKAN MASALAH GEOMETRI DITINJAU DARI GAYA BELAJAR Iriani, Uswatun Hasanah; Mawarsari, Venissa Dian; Suprayitno, Iswahyudi Joko
Journal of Lesson Study in Teacher Education Vol. 3 No. 1 (2024): Volume 3 No 1 2024
Publisher : Litbang PWM Jawa Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51402/jlste.v3i1.131

Abstract

This study aims to describe the spatial abilities of students with visual, auditory, and kinesthetic learning styles. The type of research used in this study is qualitative descriptive research. The research subjects consisted of 21 students in class VIII, MTs Al Hidayah Sadeng, Semarang. Data collection techniques include tests, anchors, and interviews. The results of this study showed that students with high spatial and moderate visual and auditory learning styles were able to understand the problem by explaining what was known and being asked correctly. And it's able to relate concepts so that it can find the right formula and solve the given problem correctly and precisely. Meanwhile, students with moderate abilities and a kinetic learning style are only able to write down what is known and asked. And yet it has not been able to relate concepts so that it cannot find the right formula and not solve the given problem properly and precisely. While students with low spatial abilities with visual and kinesthetic learning styles are able to write down what is known and asked, subjects with auditory learning styles write but are less precise. Students with visual, auditory, and kinesthetic learning styles have not been able to relate concepts, so they have not been able to find the right formula and cannot solve the given problem correctly and precisely. Students with high spatial, medium, or low abilities cannot describe objects based on what is known and asked.
Effectiveness of Quizz based Edugame as Learning Support Media for Improvement of Learning Outcomes Sariyanto, Slamet; Suprayitno, Iswahyudi Joko; Sulistyaningsih, Dwi
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.377

Abstract

The study discusses the effectiveness of using quiz-based edugame to improve student learning outcomes in the context of increasingly rapid technological developments. The negative impact of technology in the world of education is the decline of students' interest in learning because they are more interested in playing games than learning. Therefore, the emergence of innovation to use games as educational materials to attract student interest and motivation. The purpose of this study was to determine the impact of using edugame as learning media on students' learning outcomes. The method in this study uses the SLR (systematic literature review) method by analyzing articles from google scholar in the publication year 2021-2025 with a focus on the use of edugame in formal learning at the elementary, junior high, and high school levels. This study only covers Android-based or digital edugame and does not examine in depth external factors such as economic background or parental support for the effectiveness of edugame. The results of the analysis show that the use of quiz-based edugame has a positive impact where the increase in students' learning outcomes reaches 13.7% to 35% compared to usual learning, besides that edugame also increase students' interest and motivation to learn, therefore edugame can be an alternative for educators to utilize in an effort to improve students' learning outcomes.