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MATHMART: Media Pembelajaran Matematika Digital Bermodel PBL Berpendekatan STEM untuk Pemenuhan Tuntutan Pendidikan Abad 21 Amalia, Eka Nurul; Ainurrokhimah, Awwalina; Saputra, Zacky Akhlis; Fakhriyana, Dina
Jurnal Tadris Matematika Vol 7 No 2 (2024)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2024.7.2.175-190

Abstract

The 21st century demands that education implement student-centered learning, involve technology, and present learning that stimulates 4C abilities (critical thinking, creative thinking, collaboration, and communication). However, mathematics learning in formal education has not been able to meet the existing demands. Many the mathematics learning in formal education has not honed students' 4C abilities. As a solution, researchers took the initiative to develop MATHMART learning media that contain the material of the Two-Variable Linear Equation System (SPLDV) for grade VIII SMP/MTs students. Unlike other learning media, MATHMART has integrated the STEM approach and the Problem-Based Learning (PBL) model in its development. The type of research is Research and Development with the 4D model (Define, Design, Develop, Disseminate). The results of this study are an average percentage of validation at the development stage by media experts of 80.5% and material experts of 86%, both of which are categorized as very valid with slight revisions. After the revision, a practicality test was conducted on 22 students at Mifathussa'adah Middle School in Kudus, and an average percentage of the practicality questionnaire was 85%, with a convenient category. MATHMART learning media helps students better understand SPLDV material and develop students' 4C abilities. Thus, MATHMART learning media can be used to help educators and students in achieving the demands of the 21st century.
Systematic Literature Review : Pengaruh Teknologi terhadap Gaya Belajar Matematika Peserta Didik Ariani, Lisa; Ulya, Shofi Nuril; Haq, Ahmad Harisul; Fakhriyana, Dina
Jurnal Ilmiah Pendidikan Matematika Al Qalasadi Vol 9 No 1 (2025): JURNAL ILMIAH PENDIDIKAN MATEMATIKA AL QALASADI
Publisher : Prodi Pendidikan Matematika, Fakultas Tarbiyah dan Ilmu Keguruan IAIN Langsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/qalasadi.v9i1.10039

Abstract

This study aims to determine the impact of technology use on students’ learning styles in mathematics. The research method employed is a Systematic Literature Review (SLR), collecting data and searching for information using the Publish or Perish 8 application with Google Scholar and Crossref databases within the 2020–2024 timeframe. The Google Scholar database was limited to 100 articles annually, resulting in 467 articles, while the Crossref database yielded 1000. A total of 1467 articles were obtained, then a filter was carried out by adjusting the objectives of the research, and the final result was 18 relevant articles obtained from the filter results using the PRISMA method to see the influence of technology on students who have various learning styles, especially when studying mathematics. The results show that technology enhances the effectiveness of learning for visual, auditory, and kinesthetic learning styles. Applications such as PowerPoint and Quizizz were found to improve learning outcomes for visual learners. Meanwhile, audio-based media like song lyrics and interactive videos are more suitable for auditory learners. GeoGebra and Augmented Reality (AR)-based applications are better suited for kinesthetic learners. Overall, technology that is tailored to students’ needs can significantly increase their motivation and engagement in the learning process.
PENGEMBANGAN KUALITAS GURU MATEMATIKA MADRASAH ALIYAH MELALUI MODUL DAN PELATIHAN MICROSOFT MATHEMATICS Noor, Naili Lumaati; Fakhriyana, Dina; Widiyastuti, Wahyuning
Reswara: Jurnal Pengabdian Kepada Masyarakat Vol 4, No 2 (2023)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/rjpkm.v4i2.3300

Abstract

Hampir semua sektor kegiatan masyakat memanfaatkan penggunaan teknologi informasi yang canggih, tak terkecuali dunia pendidikan. Perkembangan teknologi dalam dunia pendidikan misalnya dalam hal penggunaan bahan dan media pembelajaran. Namun realitanya masih banyak guru yang belum memanfaatkan perkembangan teknologi secara maksimal. Khususnya dalam pendidikan matematika, teknologi dalam bentuk aplikasi hitung bisa dimanfaatkan guru untuk membuat soal yang lebih bervariatif. Aplikasi yang dapat dimanfaatkan dalam pembelajaran matematika diantaranya adalah Microsoft Mathematics. Microsoft Mathematics adalah suatu software yang berfungsi untuk membantu menghitung, yang didalamnya memuat penjelasan cara penyelesaian masalah secara detail dan tahap demi tahap. Tujuan pengabdian ini adalah mengidentifikasi respon guru matematika Madrasah Aliyah setelah penggunaan aplikasi Microsoft Mathematics pada pembelajaran matematika yang didampingi modul Microsoft Mathematics yang telah pengabdi susun. Pendekatan yang digunakan adalah Participatory Action Research (PAR). Subjek pengabdian adalah guru matematika Madrasah Aliyah di wilayah Kabupaten Kudus. Instrumen pengumpulan data berupa lembar angket kepuasan pelatihan yang diisi oleh peserta pelatihan. Teknik analisis data menggunakan kriteria penilaian ideal. Pengabdian ini memberikan hasil bahwa respon guru matematika Madrasah Aliyah setelah pelatihan penggunaan aplikasi Microsoft Mathematics pada pembelajaran matematika yang didampingi modul Microsoft Mathematics adalah sangat puas.
Akuntansi Pajak Penghasilan Pasal 21: Sinkronisasi Praktik dan Regulasi Pemerintah Maulina, Indri Wati; Fakhriyana, Dina
Ekono Insentif Vol 19 No 1 (2025): Ekono Insentif
Publisher : Lembaga Layanan Pendidikan Tinggi Wilayah IV

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36787/jei.v19i1.1668

Abstract

Riset ini bertujuan menganalisis akuntansi Pajak Penghasilan Pasal 21 gaji pegawai Kabupaten Kudus yang bekerja pada Dinas Pemberdayaan Masyarakat dan Desa. Metode yang dipakai penelitian deskriptif dengan pendekatan kualitatif. Wawancara dan studi dokumentasi kaitannya dengan catatan akuntansi dan perhitungan Pajak Penghasilan Pasal 21 digunakan untuk mengumpulkan data. Temuan riset menunjukkan terdapat perbedaan antara cara Dinas Pemberdayaan Masyarakat dan Desa Kabupaten Kudus menghitung PPh Pasal 21 dengan cara perhitungan peraturan perpajakan yang relevan. Besarnya Penghasilan Tidak Kena Pajak yang seharusnya dipengaruhi oleh jumlah tanggungan keluarga dan status perkawinan tidak diperhitungkan saat menggunakan Penghasilan Tidak Kena Pajak. Penelitian ini juga menemukan bahwa Dinas Pemberdayaan Masyarakat dan Desa Kabupaten Kudus menggunakan metode pencatatan akuntansi single entry dalam aplikasi SIPD, berbeda dengan metode double entry yang direkomendasikan oleh SAP.
Ice breaking pada Pembelajaran Matematika Sekolah Menengah : Systematic Literature Review Anggreini, Mia Ning; Eviolita, Alya; Anggraini, Choirina; Fakhriyana, Dina
ANARGYA: Jurnal Ilmiah Pendidikan Matematika Vol 8, No 2 (2025)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/anargya.v8i2.13998

Abstract

Icebreaking adalah cara yang dapat digunakan untuk mengembalikan konsentrasi peserta didik dalam proses pembelajaran. Tujuan penelitian ini yaitu untuk mengetahui efektivitas penggunaan icebreaking pada pembelajaran matematika di sekolah menengah. Metode yang digunakan adalah metode tinjauan literatur sistematik (SLR). Tujuan penggunaan metode tinjauan literatur sistematik (SLR) untuk menganalisis seluruh temuan penelitian yang berkaitan dengan topik yang diteliti. Pengumpulan data penelitian diawali dengan mencari artikel pada database Google Scholar menggunakan Publish or Perish (PoP) dengan kata kunci “ Icebreaking pada Pembelajaran Matematika”, yang diterbitkan antara tahun 2020-2024. Artikel awal yang ditemukan sebanyak 995 artikel kemudian dilakukan inklusi dan ekslusi hingga mendapatkan 15 artikel yang memenuhi kriteria penelitian. Berdasarkan penelitian tersebut ditemukan bahwa icebreaking efektif dalam pembelajaran matematika dan dapat meningkatkan kemampuan pemahaman konsep, motivasi, minat, dan hasil belajar. Penelitian selanjutnya diharapkan mampu mengetahui frekuensi penerapan icebreaking untuk menemukan hasil yang optimal pada pembelajaran matematika.
Game Edukasi dalam Pembelajaran Matematika Muqoddaroh, Fadillatul; Misriah, Zuhaida; Pangura, Asraf Asis; Fakhriyana, Dina
JRPM (Jurnal Review Pembelajaran Matematika) Vol. 9 No. 1 (2024)
Publisher : Department of Mathematics Education, Faculty of Tarbiyah and Teacher Training, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2024.9.1.20-32

Abstract

The purpose of this study is to provide an overview of the types of educational games used in the mathematics learning process and the influences given from each type of educational game. Systematic Literature Review is a research method in writing this article by taking data about educational games in mathematics learning through the Google Scholar database. The data obtained from the Google Scholar database was then filtered to produce as many as 18 articles relevant to the research objectives. A total of 18 articles were analyzed to produce two points of discussion, namely the type of educational games in mathematics learning and the influence of educational games in mathematics learning. Types of educational games in learning math are Kahoot, Quizizz, and Wordwall. While the influence of educational games in mathematics learning is the understanding of concepts, learning outcomes, learning motivation, confidence, and enthusiasm of students.
The Relationship between Mathematical Curiosity and Mathematical Learning Motivation on Computational Fitrianingsih, Noviana; Fakhriyana, Dina
Jurnal Pendidikan Matematika Vol 8, No 1 (2025): Jurnal Pendidikan Matematika (Kudus)
Publisher : Universitas Islam Negeri Sunan Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v8i1.31439

Abstract

Various affective factors can influence the extent to which students' computational thinking ability develop. Among them are students’ curiosity and learning motivation when studying mathematics. This study aims to determine the relationship between mathematical curiosity and mathematical learning motivation with computational thinking ability. This research is a type of correlational study with a quantitative approach. The research was conducted in class VIII at a school in the Bae, Kudus, with a total sample of 34 students. The data in this study were collected through a questionnaire of mathematical curiosity and mathematical learning motivation, a computational thinking ability test, and observations. Meanwhile, the data were analyzed using simple and multiple linear regression. The results of this study show that 1) Mathematical curiosity has a positive and significant relationship with computational thinking ability with a strong correlation coefficient of 0.770; 2) Mathematical learning motivation has a positive and significant relationship with computational thinking ability with a strong correlation coefficient of 0.771; 3) Mathematical curiosity and mathematical learning motivation had a positive and significant relationship with computational thinking ability with a very strong correlation coefficient of 0.803. This research is expected to be a reference for further studies on the role of psychological factors in shaping computational thinking skills, by showing the relationship between mathematical curiosity and motivation to learn mathematics to computational thinking ability in solving problems in one-variable linear equation material. Practically, the results of this study can help teachers to design mathematics instruction that fosters students' curiosity and learning motivation to improve computational thinking ability.Keywords: Computational Thinking Ability; Mathematical Curiosity; Mathematical Learning Motivation Banyak aspek afektif yang dapat mempengaruhi sejauh mana kemampuan computational thinking peserta didik berkembang. Diantaranya yaitu curiosity serta learning motivation yang dimiliki peserta didik dalam pembelajaran matematika. Penelitian ini bertujuan untuk mengetahui hubungan antara mathematical curiosity dan mathematical learning motivation terhadap kemampuan computational thinking. Penelitian ini merupakan jenis penelitian korelasional dengan pendekatan kuantitatif. Penelitian dilaksanakan di kelas VIII salah satu madrasah di daerah Bae, Kudus, dengan sampel jenuh sebanyak 34 peserta didik. Data dalam penelitian ini diperoleh melalui angket mathematical curiosity dan mathematical learning motivation, tes kemampuan computational thinking, serta observasi. Sedangkan analisis data menggunakan regresi linear sederhana dan berganda. Hasil penelitian ini menunjukkan bahwa 1) Mathematical curiosity memiliki hubungan positif dan signifikan dengan kemampuan computational thinking dengan interpretasi hubungan yang kuat sebesar 0,770; 2) Mathematical learning motivation memiliki hubungan positif dan signifikan dengan kemampuan computational thinking dengan interpretasi hubungan yang kuat sebesar 0,771; 3) Mathematical curiosity dan mathematical learning motivation memiliki hubungan positif dan signifikan dengan kemampuan computational thinking dengan interpretasi hubungan yang sangat kuat sebesar 0,803. Penelitian ini diharapkan menjadi referensi bagi studi lanjutan mengenai peran faktor psikologis dalam membentuk kemampuan computational thinking, dengan menunjukkan hubungan antara mathematical curiosity dan mathematical learning motivation terhadap kemampuan computational thinking dalam menyelesaikan masalah pada materi persamaan linear satu variabel. Secara praktis, hasil penelitian ini dapat membantu guru untuk merancang pembelajaran matematika yang mendorong curiosity dan learning motivation peserta didik guna meningkatkan kemampuan computational thinking.Kata Kunci: Kemampuan Computational Thinking; Mathematical Curiosity; Mathematical Learning Motivation
Optimalisasi Pembelajaran dalam Jaringan (Daring) dengan Media Pembelajaran Video Interaktif Terhadap Pemahaman Matematis Siswa Fakhriyana, Dina; Riayah, Salma
Jurnal Pendidikan Matematika Vol 4, No 1 (2021): Jurnal Pendidikan Matematika (Kudus)
Publisher : Universitas Islam Negeri Sunan Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jmtk.v4i1.10147

Abstract

Tujuan dari penelitian ini adalah untuk mendeskripsikan bagaimana cara mengoptimalisasikan pembelajaran dalam jaringan (daring) di masa pandemi Covid-19 agar pemahaman siswa terhadap mata pelajaran matematika lebih meningkat. Berdasarkan penelitian terdahulu yang sudah dilaksanakan dilapangan, pengemasan yang menarik dalam menyampaikan materi matematika saat pembelajaran daring menjadi hal yang terpenting dan memang perlu di perhatikan. Penelitian ini menggunakan metode studi literatur yang fokus pada penggunaan media pembelajaran dalam penyampaian materinya yaitu menggunakan video interaktif. Berdasarkan analisis literatur dari beberapa jurnal, pembelajaran matematika dengan menggunakan media berupa video interaktif lebih optimal dan efektif dalam meningkatkan pemahaman matematis siswa dibandingkan dengan pembelajaran tanpa media video interaktif, terlebih saat pembelajaran daring berlangsung.The purpose of this study is to describe how to optimize online learning during the Covid-19 pandemic so that students' understanding of mathematics can increase. Based on previous research that has been carried out in the field, attractive packaging in conveying mathematics material during online learning is the most important thing and indeed needs to be paid attention to. This study uses a literature study method that focuses on the use of instructional media in delivering the material, namely using interactive videos. Based on literature analysis from several journals, learning mathematics using media in the form of interactive videos is more optimal and effective in increasing students' mathematical understanding compared to learning without interactive video media, especially when online learning is taking place.
Development of Android-Based Matematika Pintar Application to Mathematics Learning Fakhri Auliya, Nanang Nabhar; Fakhriyana, Dina; Roza, Muhammad Yusron; Syawala, Azra Nur
Jurnal Pendidikan Matematika Vol 5, No 1 (2022): Jurnal Pendidikan Matematika (Kudus)
Publisher : Universitas Islam Negeri Sunan Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v5i1.14388

Abstract

There needs to be a mathematics learning media that is in accordance with the times, so that it can motivate students to learn. This study aims to determine the development and feasibility of the Matematika Pintar application to mathematics learning for class VII. The application was created with the help of Adobe Flash CS6 software. The research method used is Research and Development (R&D) with the ADDIE model. The results of this study are: (1) Matematika Pintar contains all class VII material and has received suggestions from material experts, media experts, and users, (2) the feasibility results are based on the feasibility test of 2 material experts with a questionnaire instrument related to the aspects of completeness and accuracy of material who get an average score of 91.5, 2 media experts with a questionnaire instrument related to aspects of the view and presentation of the application get an average score of 74, users on a small-scale test as many as 6 people with a questionnaire instrument related to aspects of motivation, facilities, attraction, and benefits who get an average score of 83.667, and users in the main product field test as many as 30 people with a questionnaire instrument related to aspects of motivation, facilities, attraction, and benefits who get an average score of 81.8. The indicator used is if the average score>83.994 belongs to the very feasible category and 67.998 < average score ≤ 83.994 belongs to the feasible category. Perlu adanya media pembelajaran matematika yang sesuai dengan perkembangan zaman, sehingga dapat memotivasi siswa untuk belajar. Penelitian ini bertujuan untuk mengetahui pengembangan dan kelayakan aplikasi Matematika Pintar berbasis android untuk pembelajaran matematika kelas VII. Aplikasi dibuat dengan bantuan software Adobe Flash CS6. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Hasil dari penelitian ini adalah: (1) aplikasi Matematika Pintar memuat semua materi kelas VII dan telah mendapatkan saran dan masukan dari ahli materi, ahli media, dan pengguna; (2) hasil kelayakan didasarkan pada uji kelayakan dari 2 orang ahli materi dengan instrumen angket terkait aspek kelengkapan dan keakuratan materi yang mendapatkan skor rerata sebesar 91,5, 2 orang ahli media dengan instrumen angket terkait aspek tampilan dan penyajian aplikasi yang mendapatkan skor rerata sebesar 74, pengguna pada uji skala kecil sebanyak 6 orang dengan instrumen angket terkait aspek motivasi, kemudahan, kemenarikan, dan kemanfaatan yang mendapatkan skor rerata sebesar 83,667, dan pengguna pada uji lapangan produk utama sebanyak 30 orang dengan instrumen angket terkait aspek motivasi, kemudahan, kemenarikan, dan kemanfaatan yang mendapatkan skor rerata sebesar 81,8. Indikator yang digunakan adalah jika rentang skor rerata > 83,994 termasuk kategori sangat layak dan 67,998 < skor rerata ≤ 83,994 termasuk kategori layak.
Augmented reality in influencing interest in learning mathematics: Systematic literature review Diah Ayu Setyaningsih; Siti Fatimah As-Salamah; Eka Denti Setiyani; Dina Fakhriyana
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 12 No 1 (2024)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v12i1.16536

Abstract

Learning using technology can grow students' interest, one of which is augmented reality, which can attract students' interest in learning mathematics. This research explores AR forms and responses to students' interest in learning mathematics after using AR. The research method used is a systematic literature review. For this research, a synthesis of relevant studies was created through the PoP (Publish or Perish) application by searching for articles using Google Scholar. Based on the selection results obtained, 740 articles. Ten duplicate articles were found, 143 articles that did not contain any keywords, 561 articles that did not meet the researcher's criteria, and seven articles that did not answer the researcher's question, resulting in 19 basic studies published between 2013 and 2023. The research results provide information that there are forms of AR that can influence interest. Students learn mathematics, namely AR learning media in AR playing cards, 3-dimensional AR, AR text-to-speech applications, AR building space, learning media with magic books, AR and Flash Card applications, and other Android-based AR applications. Augmented Reality (AR) has a very positive impact on students learning mathematics. Thus, educators may consider additional training in the use of AR technology and develop learning strategies that include elements of AR to support the achievement of student mathematical learning objectives effectively.