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ANALISIS KEMAMPUAN MENYELESAIKAN SOAL CERITA DITINJAU DARI KEMAMPUAN PENALARAN DAN KOMUNIKASI MATEMATIS SISWA Irmayanti; Rohani; Laili Habibah Pasaribu; Indah Fitria Rahma; Rahmi Nazliah
Jurnal Numeracy Vol 7 No 2 (2020)
Publisher : Program Studi Pendidikan Matematika, STKIP Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/numeracy.v7i2.1205

Abstract

This research is a descriptive qualitative research which aims to describe the students 'ability in solving story problems in terms of students' mathematical reasoning and communication abilities. Reasoning and communication abilities can be identified by solving story problems on two-variable linear equation material based on reasoning and communication indicators in research, namely (1) proposing conjectures, (2) stating everyday events in language or mathematical symbols, (3) estimating answer and solution process, (4) draw conclusions, compile evidence and provide reasons for the correctness of the solution. The selection of the research subjects used a purposive sampling technique. The data collection method was the test method through 3 steps of analysis, namely data reduction, data presentation and conclusion drawing. The results showed that the students' ability in solving story problems in terms of mathematical reasoning and communication abilities was classified as moderate with the average percentage of each indicator, namely: 77% of the indicators proposed a guess; 73% of indicators represent everyday events in language or mathematical symbols; 66% on indicators predicted the answer and solution process; and 50% on indicators draw logical conclusions. Overall, the percentage results obtained an average of 66% in the medium category. From these results it can be concluded that the ability to solve story problems of class X students of SMK Dwi Guna Kampung Pajak in terms of mathematical reasoning and communication abilities of students is classified as moderate. Abstrak Penelitian ini merupakan penelitian kualitatif deskriptif yang bertujuan untuk mendeskripsikan kemampuan siswa dalam menyelesaikan soal cerita ditinjau dari kemampuan penalaran dan komunikasi matematis siswa. Kemampuan penalaran dan komunikasi dapat diidentifikasi dagan menyelesaikan soal cerita pada materi persamaan linier dua variable yang dibuat berdasarkan indikator penalaran dan komunikasi dalam penelitian yaitu (1) mengajukan dugaan, (2) menyatakan peristiwa sehari-hari dalam bahasa atau simbol matematika, (3) memperkirakan jawaban dan proses solusi, (4) menarik kesimpulan, menyusun bukti dan memberikan alasan terhadap kebenaran solusi. Pemilihan subjek penelitian ini menggunakan teknik purposive sampling. Metode pengumpulan data dengan metode tes melalui 3 langkah analisis yaitu reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa kemampuan siswa dalam menyelesaikan soal cerita ditinjau dari kemampuan penalaran dan komunikasi matematis tergolong sedang dengan hasil rata-rata persentase tiap indikator yaitu: 77% pada indikator mengajukan dugaan; 73% pada indikator menyatakan peristiwa sehari-hari dalam bahasa atau simbol matematika; 66% pada indikator memperkirakan jawaban dan proses solusi; dan 50% pada indikator menarik kesimpulan yang logis. Secara keseluruhan hasil persentase didapat rata-rata sebesar 66% masuk kategori sedang. Dari hasil tersebut disimpulkan bahwa kemampuan menyelesaikan soal cerita siswa kelas X SMK Dwi Guna Kampung Pajak ditinjau dari kemampuan penalaran dan komunikasi matematis siswa tergolong berkemampuan sedang. Kata Kunci: Kemampuan Penalaran dan Komunikasi, Kualitatif Deskriptif, Menyelesaikan Soal Cerita, Dwi Guna Kampung Pajak
Design and Development of Mathematics and Basic Indonesian Learning Tools for Early Children Based on Android Masrizal; Syaiful Zuhri Harahap; Musthafa Haris Munandar; Irmayanti; Aisyah Hayati
Jurnal Mantik Vol. 4 No. 3 (2020): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.1060.pp2017-2022

Abstract

It is media learning. Using advanced Android smartphones also evolved from manual to digital learning media. However, the rapid development of the era does not shed light on advancing learning methods in the educational institution, as PAUD Kamboja, Tanjung Gadang Sub- District, which still uses manual learning methods today. PAUD Kamboja needs different media to help the learning process, such as using digital media as android applications. Actionscript 3.0 is designed and built using Adobe Flash Professional CS6 software and language. Support is also an android-based AdobeAIR application, used as a drive or runtime.
Media Pembejaran tentang Hewan Menggunakan Adobe Flash Cs6 Mira Handayani Siregar; Syaiful Zuhri Harahap; Musthafa Haris Munandar; Masrizal; Marnis Nasution; Irmayanti; Rahma Muti Ah; Megawati Pasaribu
Majalah Ilmiah UPI YPTK Vol. 27 (2020) No. 2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jmi.v27i2.58

Abstract

The Development Of Science And Technology Is So Rapid And Has A Big Influence On The Teaching And Learning Process. The Learning Media Used By The Teacher Has A Major Influence In Increasing Interest And Accelerating Students' Understanding Of The Material Presented By The Teacher. As A Result Of These Technological Advances, Various Applications Began To Appear That Were Made To Assist The Process Of Teaching And Learning Activities, However, There Are Still Many Early Childhood Schools That Have Not Utilized Animation-Based Applications. Animal Recognition Learning Media Uses Adobe Flash Cs6 For Student Learning Facilities, Especially Paud Al-Azis To Help Teachers In Teaching And Learning Activities To Be More Interactive And Fun. This Introduction To Animals Is Made To Increase The Knowledge Of Early Childhood Students In Recognizing Animals And Questions Related To Animals And Starting With Learning Using Animation-Based Applications