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Pengaruh Kemampuan Awal Matematis dan Model Learning Cycle 5e Berbantuan Geogebra untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa dan Kemandirian Belajar Matematis Siswa Hasibuan, Yulia Rinanda; Khairani, Nerli; Surya, Edy
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 7 No 1: Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 7 Nomor 1 Tahun 2023
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v7i1.2168

Abstract

Tujuan penelitian ini adalah untuk mengetahui pengaruh kemampuan awal matematis siswa terhadap kemampuan pemecahan masalah matematis siswa dan kemandirian belajar matematis siswa, mengetahui pengaruh model Learning Cycle 5E berbantuan Geogebra terhadap kemampuan pemecahan masalah matematis siswa dan kemandirian belajar matematis siswa, dan mengetahui pengaruh interaksi kemampuan awal matematis siswa dan model Learning Cycle 5E berbantuan Geogebra terhadap kemampuan pemecahan masalah matematis siswa dan kemandirian belajar matematis siswa. Penelitian ini di laksanakana di kelas VIII SMP Plus Jabal Rahmah Mulia Medan yang terdiri dari 19 siswa pada kelas eksperimen dan 20 siswa pada kelas kontrol. Jenis penelitian ini adalah eksperimen semu (quasi exsperiment) dengan teknik cluster random sampling. Data penelitian diperoleh melalui tes Kemampuan Awal Matematis (KAM), tes kemampuan pemecahan masalah, dan angket kemandirian belajar matematis siswa yang kemudian akan dianalisis menggunakan dengan uji Anova dua jalur (Two Way Anova). Hasil analisis data menunjukkan bahwa: (1) Terdapat pengaruh kemampuan awal matematis siswa secara signifikan terhadap kemampuan pemecahan masalah matematis siswa dan kemandirian belajar matematis siswa, (2) Terdapat pengaruh model Learning Cycle 5E berbantuan Geogebra terhadap kemampuan pemecahan masalah matematis siswa dan kemandirian belajar matematis siswa, (3) Tidak terdapat pengaruh interaksi kemampuan awal matematika siswa (tinggi, sedang, rendah) dan model Learning Cycle 5E berbantuan Geogebra terhadap kemampuan pemecahan masalah matematis siswa dan kemandirian belajar matematis siswa.
PROJECT BASED LEARNING SEBAGAI MODEL PEMBELAJARAN YANG EFEKTIF UNTUK MENINGKATKAN CREATIVE THINKING SISWA SEKOLAH DASAR Maulida, Rizki; Faridah, Eva; Surya, Edy
JURNAL HANDAYANI PGSD FIP UNIMED Vol. 15 No. 2: Desember 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jh.v15i2.64334

Abstract

Penelitian ini bertujuan menganalisis dan mendeskripsikan efektivitas Model Project Based Learning dalam meningkatkan kemampuan berpikir kreatif siswa sekolah dasar. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi pustaka dengan melibatkan analisis literatur seperti buku, jurnal ilmiah, dan dokumen akademis. Data dikumpulkan dari berbagai sumber pustaka relevan dan dianalisis secara deskriptif untuk menilai dampak Project Based Learning terhadap kreativitas siswa. Hasil penelitian menunjukkan bahwa Project Based Learning efektif meningkatkan kreativitas siswa dengan mendorong keterlibatan mereka dalam proyek nyata yang membutuhkan solusi inovatif. Siswa terdorong mengembangkan ide-ide baru, berpikir divergen, dan memecahkan masalah kreatif. Project Based Learning tidak hanya memperdalam pemahaman materi, tetapi juga memperkuat keterampilan berpikir kreatif, membangun kepercayaan diri, dan mempersiapkan siswa menghadapi tantangan dunia nyata.
The Effect of Problem Based Learning Models on Students' Mathematical Problem Solving Ability and Self Efficacy Nst, Mas Berlian; Surya, Edy; Khairani, Nerli
PARADIKMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 16 No. 2 (2023): PARADIKMA JURNAL PENDIDIKAN MATEMATIKA (July - December 2023)
Publisher : Study Program of Mathematics Education of Unimed Postgraduate Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/paradikma.v16i2.48284

Abstract

This research aims: (1) to determine whether problem-based learning models improve mathematical problem-solving abilities and self-efficacy; (2) to explore the interaction between students' initial mathematical abilities and the learning model. The study employed a quasi-experimental quantitative design, with ANOVA used for inferential data analysis. Fifty eighth-grade students from SMP Negeri 3 Aek Kuo in the academic year 2022/2023 were examined. The null hypothesis (H0) was accepted, and the alternative hypothesis (Ha) was rejected since the significant F-test value was 0.178 > 0.05, and the T-test value was 0.692 > 0.05, indicating no significant difference in the average scores between experimental classes I and II. PBL students demonstrated better performance in answering mathematical problems compared to those in the direct learning group. Experimental class 1 achieved a mastery level of 84%, while experimental class 2 achieved a mastery level of 64%. PBL learners exhibited higher self-efficacy compared to those learning through direct instruction. Hypothesis testing indicated that students in experimental class 1 had stronger confidence in mathematical problem-solving compared to students in experimental class 2. The problem-based learning (PBL) methodology did not have a significant impact on students' mathematical problem-solving abilities. Hypothesis testing using interaction analysis yielded a significance value of 0.730 > 0.05. Both PBL and students' basic mathematical abilities influenced self-efficacy. Interaction analysis indicated a significance value of 0.000 < 0.05.Keywords: Problem based learning, early math skills, math solving, self efficacy
The Influence of Early Mathematical Ability and Learning Cycle 5e Model Assisted by Geogebra to Improve Students' Mathematical Problem Solving Ability and Students' Mathematical Learning Independence Rinanda, Yulia; Khairani, Nerli; Surya, Edy
PARADIKMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 16 No. 2 (2023): PARADIKMA JURNAL PENDIDIKAN MATEMATIKA (July - December 2023)
Publisher : Study Program of Mathematics Education of Unimed Postgraduate Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/paradikma.v16i2.48742

Abstract

This study examined how early math skills affect mathematical problem-solving and independent learning. This study also examines how the Geogebra-assisted Learning Cycle 5E model affects students' mathematical problem-solving and learning independence. Finally, this study investigates if the Geogebra-assisted Learning Cycle model interacts with students' initial mathematical abilities. This study sought: A comprehensive study is needed to determine how early mathematical aptitude affects arithmetic problem-solving and academic performance. Class VIII SMP Plus Jabal Rahmah Mulia Medan did this research. The experimental class had 19 students and the control class 20. Cluster random sampling is utilized in quasi-experimental designs like this investigation. The Early Mathematics Ability Test (MIA), problem-solving exams, and math independence questionnaires were used to collect research data. A two-way Anova test will examine the data. The study found that various factors affect pupils' arithmetic problem-solving ability and math independence. First, the student's math skill matters. Second, the Geogebra-assisted Learning Cycle 5E paradigm affects math problem-solving and independence. Finally, kids' early math skills (high, medium, or low) did not affect mathematical problem solving or independent learning.Keywords: Initial Mathematical Ability, Learning Cycle 5E, Mathematical Problem Solving Ability, Mathematical Learning Independence
Developing a Drill-and-Practice-Based Scratching Learning Media to Improve Mathematical Problem-Solving Skills and Students' Mathematics Learning Motivation Junior High School 2, Tebing Tinggi City Utari, Kania; Rajagukguk, Waminton; Surya, Edy
Daya Matematis: Jurnal Inovasi Pendidikan Matematika Vol 13, No 3 (2025): December
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jdm.v13i3.78571

Abstract

Students should be able to answer real-life math problems; therefore, mathematical problem-solving is crucial. Math problem-solving is improved by computer media. Educational media that meets students' needs motivates and inspires them, enhancing learning outcomes. Students' quantitative problem-solving skills will improve math learning results. Scratch is a computer-based learning tool that improves learning. The goal of this research is to use Scratch as a learning medium to improve students' mathematical problem-solving skills and motivation to learn mathematics. SMP Negeri 2 Kota Tebing Tinggi 7th graders completed this investigation in 2024/2025. This development research produced a valid, practical, and successful drill-and-practice-based visual learning medium to improve students' problem-solving and learning motivation. Media validity averaged 3.40, material validity 3.60, and linguistic validity 3.79. Teacher questionnaire scores averaged 3.67, while student questionnaire scores averaged 3.13 in the "Interested" category. The average learning implementation score rose to 3.25 in the second trial. Improved mathematical problem-solving and motivation were "moderate."
Development of Interactive Digital Books  Based on Rme to Improve Understanding Capability Concept of Fractions For Class V Students Elementary School Haqiki Wulandari, Dessy; Amin Fauzi, Kms. Muhammad; Surya, Edy
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 9 No. 6 (2025): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v9i6.352

Abstract

The aim of this research is to 1) determine the validity of interactive digital books based on realistic mathematics education on addition and subtraction of fractions; 2) find out the practicality of interactive digital books based on realistic mathematics education on addition and subtraction of fractions; and 3) determine the effectiveness of interactive digital books based on realistic mathematics education on adding and subtracting fractions. This research was conducted at SDN 054906 Tebasan Lama with research subjects namely class V students. This type of research is research and development with the Plomp model. The research instruments used were validation sheets, practitioner assessment questionnaires, student response questionnaires, and test instruments. The data collection techniques in this research are questionnaires and tests with data analysis techniques for testing validity, level of difficulty, discrimination and reliability for test instruments, as well as the N-Gain test. The results of this research show that 1) digital textbooks are valid, namely 98.1% (very valid) from material experts, 98.1% (very valid) from media experts, and 96% (very valid) from language experts; 2) practicality test results show that 16 out of 20 students gave very positive responses after using the product; and 3) digital books are declared effective from the analysis of learning outcomes, namely the average post-test score of students is greater than the average pre-test score, namely a score of 55 at the pre-test and a score of 88 at the post-test, classical completeness, namely in the pre-test only 15% of students completed, while in the post-test 100% of students were declared complete, and student activity, namely the final results, showed that the average percentage of student learning activity was 70% with good criteria.
DEVELOPMENT OF AN RME-BASED GAME WITH LOCAL WISDOM CONTENT AND DEEP LEARNING STRATEGIES FOR MATHEMATICS LEARNING Hayati, Rahmi; Syahputra, Edi; Surya, Edy; Nuraina, Nuraina; Rohantizani, Rohantizani
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.14372

Abstract

AbstractThe main problem in elementary school mathematics learning is the low student motivation and learning outcomes caused by conventional approaches that tend to be abstract and lack connections to real-life contexts. This study aims to develop an educational game based on Realistic Mathematics Education (RME) with the integration of Acehnese local wisdom to improve students’ motivation and learning outcomes. The research employed a modified Research and Development (R&D) model of Borg & Gall, which consisted of needs analysis, design, expert validation, limited trial, revision, main field trial, and final revision. The research subjects included 30 fifth-grade students in the limited trial stage and 90 students from three different elementary schools in the main field trial, using a quasi-experimental design with a pretest-posttest control group. The instruments used were student response questionnaires, expert validation sheets, and achievement tests. Expert validation results indicated that the product was in the “highly valid” category. The limited trial showed that 90% of students considered the game easy to use and 85% felt more motivated, with learning achievement increasing from an average pretest score of 62 to 78 in the posttest; a paired-sample t-test yielded t(29) = 5.84, p < 0.001. The main field trial demonstrated a significant improvement, where the experimental class increased from an average score of 61 to 84, while the control class only increased from 63 to 72; the ANOVA results showed F(1,88) = 12.35, p < 0.01 with an effect size of 0.82 (large category). It is concluded that the RME-based educational game with Acehnese local wisdom is effective in enhancing students’ motivation and learning outcomes, and it has the potential to be further developed by adding adaptive and interactive features to strengthen student engagement.Keywords: Deep Learning; Game; Local Wisdom; RME Abstrak Permasalahan utama dalam pembelajaran matematika di sekolah dasar adalah rendahnya motivasi dan hasil belajar siswa akibat pendekatan konvensional yang cenderung abstrak serta minim keterkaitan dengan konteks nyata kehidupan sehari-hari. Penelitian ini bertujuan mengembangkan game edukatif berbasis Realistic Mathematics Education (RME) dengan integrasi kearifan lokal Aceh untuk meningkatkan motivasi dan hasil belajar siswa. Metode penelitian menggunakan Research and Development (R&D) model Borg & Gall yang dimodifikasi, melalui tahapan analisis kebutuhan, perancangan, validasi ahli, uji coba terbatas, revisi, uji coba lapangan utama, hingga revisi akhir. Subjek penelitian melibatkan 30 siswa kelas V SD pada tahap uji terbatas dan 90 siswa dari tiga sekolah dasar berbeda pada tahap uji lapangan dengan desain quasi-experiment menggunakan pretest-posttest control group design. Instrumen yang digunakan meliputi angket respon siswa, lembar validasi ahli, serta tes hasil belajar. Hasil validasi ahli menyatakan produk berada pada kategori sangat valid. Uji terbatas menunjukkan 90% siswa menilai game mudah digunakan dan 85% merasa lebih termotivasi, dengan peningkatan hasil belajar dari skor rata-rata pretest 62 menjadi 78 pada posttest; analisis uji t berpasangan menghasilkan t(29)=5,84, p<0,001. Uji lapangan menunjukkan peningkatan signifikan, di mana kelas eksperimen meningkat dari skor rata-rata 61 menjadi 84, sedangkan kelas kontrol hanya meningkat dari 63 menjadi 72; hasil ANOVA F(1,88)=12,35, p<0,01 dengan effect size 0,82 (kategori besar). Disimpulkan bahwa game edukatif berbasis RME dengan kearifan lokal Aceh efektif meningkatkan motivasi dan hasil belajar siswa, serta berpotensi dikembangkan lebih lanjut dengan penambahan fitur adaptif dan interaktif untuk memperkuat keterlibatan siswa.Kata kunci: Deep Learning; Game; Kearifan Lokal; RME 
Co-Authors .Riadi, Riadi Amin Fauzi, Kms. Muhammad Amry, Zul Anggili Pratama Arisha, Dian Arnita Arnita Asmin Asmin, Asmin Asrul Karim, Asrul Darhim Darhim Dian Armanto Dongoran, Jhonas Edi Syahputra Efendi, Ilham Eka Margareta Sinaga ELVI MAILANI ELVI MAILANI EVA FARIDAH Eva Faridah, Faridah Fachrurazi Fadilah, Novia Fahrur Rozi Fairus, Fairus Fasti Rola Feria Andriana Putri, Feria Andriana FKIP, edumatica Gultom, Rina Gebryella Gultom, Rosiana Claudia Br Happy Lumbantobing, Happy Haqiki Wulandari, Dessy Harahap, Elvira Riska Hasibuan, Yulia Rinanda Hayati, Nina Hayati, Rahmi Hutasuhut, Addiestya Rosa Hutasuhut, Riska Fadhilah Jozua Sabandar Juwita Tindaon, Juwita Khairani, Nerli Linayati Lestari, Linayati Liza Fitria, Liza Maisa, Husnul Marah Doly Nasution Martua Manullang Maythree, Chelsea Milda Rizky Novriani, Milda Rizky Molliq Rangkuti, Yullita Mukhtar Mukhtar Mulyono Mulyono Nailul Himmi Hasibuan, Nailul Himmi Nainggolan, Anri Parsaulian Nasution, Irma Yani Lidia Nenta Dumalia Siregar, Nenta Dumalia Novita Sari Nst, Mas Berlian Nuraina, Nuraina Nurdin Bukit Pakpahan, Aida Fitri Harun Poppy Amalia, Poppy Purba, Glory Indira D. Putri, Retno Sulistiana Anzani Rinanda, Yulia Rizki Maulida, Rizki Rohantizani, Rohantizani Saiman Saiman Sari, Riezky Purnama Siahaan, Asrifah Simanjuntak, Nadya Gracella Sinaga, Dewi Lestari Siregar, Sry Laila Angelina Siti Habsari Pratiwi, Siti Sutrisno, Imam Hadi Teti Khairani Nasution, Teti Khairani Utari, Kania Waminton Rajagukguk Yaya S. Kusumah Yessi Kartika Yohana Situmorang, Despi