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Pengaruh Kemampuan Berpikir Kritis, Literasi, Spasial dan Komunikasi Matematis Terhadap Kemampuan Pemecahan Masalah Matematika Siswa SMP Kelas VIII di Medan Sari Nst, Hikmah Maulida; Syahputra, Edi; Mulyono, Mulyono
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.v7i1.2234

Abstract

Penelitian ini bertujuan untuk menganalisis: 1) pengaruh kemampuan berpikir kritis, kemampuan literasi, kemampuan spasial dan kemampuan komunikasi matematis terhadap kemampuan pemecahan masalah matematika siswa secara parsial dan 2) pengaruh kemampuan berpikir kritis, kemampuan literasi, kemampuan spasial dan kemampuan komunikasi matematis terhadap kemampuan pemecahan masalah matematika siswa secara simultan. Populasi dalam penelitian ini adalah siswa kelas VIII SMP/MTs swasta maupun negeri di Medan tahun pelajaran 2022/2023. Hasil penelitian menunjukkan: 1) terdapat pengaruh kemampuan berpikir kritis terhadap kemampuan pemecahan masalah siswa dengan nilai Sig. 0,000 < 0,05 dan koefisien determinan (R2) sebesar 0,837 atau 83,7% dengan keeratan hubungan yang sangat kuat. 2) terdapat pengaruh kemampuan literasi terhadap kemampuan pemecahan masalah siswa dengan nilai Sig. 0,000 < 0,05 dan koefisien determinan (R2) sebesar 0,777 atau 77,7% dengan keeratan hubungan yang sangat kuat. 3) terdapat pengaruh kemampuan spasial terhadap kemampuan pemecahan masalah siswa dengan nilai Sig. 0,000 < 0,05 dan koefisien determinan (R2) sebesar 0,773 atau 77,3% dengan keeratan hubungan yang sangat kuat. 4) terdapat pengaruh kemampuan komunikasi matematis terhadap kemampuan pemecahan masalah siswa dengan nilai Sig. 0,000 < 0,05 dan koefisien determinan (R2) sebesar 0,842 atau 84,2% dengan keeratan hubungan yang sangat kuat. 5) terdapat pengaruh kemampuan berpikir kritis, kemampuan literasi, kemampuan spasial dan kemampuan komunikasi matematis terhadap kemampuan pemecahan masalah siswa secara simultan dengan nilai Sig. 0,000 < 0,05 dan koefisien determinan (R2) sebesar 0,949 atau 94,9% dengan keeratan hubungan yang sangat kuat secara simultan.
Analysis of Students' Mathematical Pattern Thinking Ability Through Problem Based Learning Model Using Geogebra Software Gaol, Yulinar Lumban; Sinaga, Bornok; Syahputra, Edi
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.v16i2.49180

Abstract

This study aims to determine: (1) The level of students' ability to think mathematical patterns through learning models problem based learning by using software geogebra, (2) The process of student answer sheets in solving pattern thinking problems through learning models problem based learning by using software geogebra, (3) Difficulties in solving problems that require the ability to think patterns in learning problem based learning by using software geogebra. This research is a qualitative research with a descriptive approach. Based on the research data, it was found that: (1) The level of students' ability to think mathematical patterns through learning models Problem Based Learning by using software geogebrais at a moderate level. Of the 19 students, 4 students had a 'high' level of mathematical thinking ability, 12 students had a 'moderate' level of mathematical thinking ability, and 3 students had a 'low' level of mathematical thinking ability. (2) The process of student answer sheets in solving pattern thinking through learning problems based learning models problems by using geogebra software found that the errors that appear more often are errors in differentiating concepts between arithmetic sequences and series, (3) Difficulty in pattern thinking skills in learning problem based learning by using geogebra software including difficulties in exploring and identifying, extending and reproducing, comparing, representing and describing.Keywords: Mathematical Patterns Thinking Ability, Problem Based Learning, Geogebra, Qualitatitve Research
Problem Based Learning, Discovery Learning, and Open Ended Models: An experiment On Mathematical Problem Solving Ability Tanjung, Dian Fitria; Syahputra, Edi; Irvan, Irvan
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 4, No 1 (2020): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v4i1.1736

Abstract

This research is to look at the effect of problem-based learning, discovery learning, and open-ended models on the mathematical problem-solving abilities of students. The type of research is a quasi-experiment with a three treatment counterbalanced design research design. The instruments used: (1) students 'initial mathematical ability tests, (2) tests of students' mathematical problem-solving abilities with the Pythagorean Theorem material. Inferential data were performed using covariance analysis (ANACOVA). The samples of this study were 32 students each from three experimental classes selected by purposive sampling. The results are: (1) of the three learning models conducted using the model of problem-based learning, discovery learning, and open-ended had a positive effect on the ability to solve mathematical problems; (2) the ability to solve mathematical problems of students taught by problem-based learning models is better than the using discovery learning and open-ended models; and (3) there is an interaction between the initial ability of mathematics and learning models.
STRATEGI KOMUNIKASI UNIT BINMAS POLSEK SAMALANGA DALAM PENYULUHAN NARKOBA KEPADA MASYARAKAT DI KECAMATAN SAMALANGA Syahputra, Edi
Journal of Contemporary Indonesian Islam Vol. 3 No. 2 (2024): Journal of Contemporary Indonesian Islam
Publisher : Postgraduate Program UIN Sultanah Nahrasiyah Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47766/jcii.v3i2.1257

Abstract

his research aims to provide counseling about drugs to the community in Samalanga sub-district. This research uses qualitative research using a descriptive approach. Data collection methods through interviews, observation and documentation using primary data, secondary data and assisted by informants. The results showed that the communication strategy of the Binmas unit of Samalanga Police in drug counseling was planning, organizing, implementing and evaluating. The effectiveness of the communication strategy of the Binmas unit of Samalanga Police in drug counseling shows that the success rate has not been fully achieved according to plan due to various obstacles and efforts to overcome the obstacles of the communication strategy is to evaluate starting from planning, organizing, implementing and evaluating so that the communication strategy of drug counseling to the community can be carried out as expected.
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 
DEVELOPMENT OF BAMBOOZLE LEARNING MEDIA BASED ON A TEAM GAME TOURNAMENT TO INCREASE STUDENT LEARNING MOTIVATION Zhafira, Dina; Syahputra, Edi; Mansyur, Abil
JME (Journal of Mathematics Education) Vol 10, No 1 (2025): JME
Publisher : Universitas Sembilanbelas November Kolaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31327/jme.v10i1.2713

Abstract

Encouraging student motivation requires a supportive classroomlearning atmosphere. This study addresses this challenge inmathematics education by developing learning media calledBamboozle. Bamboozle is an online-based learning platform. It wasplayed in tournament mode and employs a keypad as quizzes. Thisresearch was integrated Bamboozle into a cooperative learningmodel—Team Game Tournament (TGT)—and applied to GradeVIII MTsN 1 Medan, focusing on the topic of relations andfunctions. This study used the 4-D model. First, identified theneeds (Define), made media draft (Design), improved with experthelp (Develop), and tested in a small trial (Disseminate). Theresults indicate that the media achieved valid scores in terms ofcontent (3,95), construct (3,91), and media itself (3,92). Theincrease in students’ motivation, from 51.83 to 71.9, falls withinthe medium category based on the N-gain analysis and percentageof positive response above 95% for almost all indicators, indicatingits effectiveness. Additionally, the media was found to be practical,with students and teachers reporting ease of use and suitability withclass time. These findings suggest that Bamboozle has the potentialto enhance student motivation in learning mathematics,particularly when appropriate classroom preparation is ensured.
PROJECT BASED LEARNING (PjBL) - BASED STUDENT WORKSHEETS ON INTEGRAL CALCULUS TO FASILITATE STUDENT’S PROBLEM SOLVING Lisa, Lisa; Syahputra, Edi; Simamora, Elmanani; Napitupulu, E. Elvis; Panjaitan, Asmin
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.11490

Abstract

AbstractIntegral Calculus instruction often faces challenges in developing 21st century skills, particularly in problem-solving. Initial observations indicate that students struggle to apply integral concepts to real-world contexts, largely due to passive, non-interactive conventional teaching methods. This phenomenon leads to low student engagement and inadequate problem-solving abilities. Therefore, this study aimed to develop a Project Based Learning (PjBL)-based student worksheet proven to be valid, practical, and effective as a solution to enhance students' problem-solving skills. This research used the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through expert validation, student response questionnaires, and N-gain analysis from pre- and post-test results. The findings show that the developed worksheets are highly valid (average 4.5), practical (average student responses above 4.20), and effective (average N-gain 0.71), indicating a significant improvement in students' problem-solving skills. In conclusion, the PjBL-based worksheets successfully serve as a valid, practical, and effective innovation for addressing these learning problems. It is recommended that future research conduct trials on a broader scale to enhance the generalizability of the findings and develop more comprehensive instruments to measure soft skills holistically. AbstrakPembelajaran Kalkulus Integral seringkali menghadapi tantangan dalam mengembangkan keterampilan abad ke-21, khususnya dalam pemecahan masalah. Observasi awal menunjukkan bahwa mahasiswa kesulitan menerapkan konsep integral ke konteks nyata, yang sebagian besar disebabkan oleh metode pembelajaran konvensional yang pasif dan kurang interaktif. Fenomena ini mengakibatkan rendahnya keterlibatan mahasiswa dan kemampuan pemecahan masalah yang kurang memadai. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan sebuah Lembar Kerja Mahasiswa (LKM) berbasis Project Based Learning (PjBL) yang terbukti valid, praktis, dan efektif sebagai solusi untuk meningkatkan keterampilan pemecahan masalah mahasiswa. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Data dikumpulkan melalui validasi ahli, kuesioner respons mahasiswa, serta analisis N-gain dari hasil tes awal dan akhir. Hasil penelitian menunjukkan bahwa LKM yang dikembangkan sangat valid (rata-rata 4.5), praktis (rata-rata respons mahasiswa di atas 4.20), dan efektif (rata-rata N-gain 0.71), menunjukkan adanya peningkatan signifikan pada keterampilan pemecahan masalah mahasiswa. Kesimpulannya, LKM berbasis PjBL berhasil menjadi inovasi yang valid, praktis, dan efektif dalam mengatasi permasalahan pembelajaran tersebut. Disarankan agar penelitian selanjutnya melakukan uji coba dalam skala yang lebih luas untuk meningkatkan generalisasi temuan dan mengembangkan instrumen yang lebih komprehensif untuk mengukur soft skill secara holistik.